r600: Flip point sprite coordinates when rendering to an FBO.
authorHenri Verbeet <hverbeet@gmail.com>
Thu, 22 Jul 2010 15:10:11 +0000 (11:10 -0400)
committerAlex Deucher <alexdeucher@gmail.com>
Thu, 22 Jul 2010 15:10:11 +0000 (11:10 -0400)
This supersedes http://lists.freedesktop.org/archives/mesa-dev/2010-July/001442.html.

src/mesa/drivers/dri/r600/r700_fragprog.c

index bf17a97..f9d84b6 100644 (file)
@@ -587,7 +587,9 @@ GLboolean r700SetupFragmentProgram(GLcontext * ctx)
         SETfield(r700->SPI_INTERP_CONTROL_0.u32All, SPI_PNT_SPRITE_SEL_T, PNT_SPRITE_OVRD_Y_shift, PNT_SPRITE_OVRD_Y_mask);
         SETfield(r700->SPI_INTERP_CONTROL_0.u32All, SPI_PNT_SPRITE_SEL_0, PNT_SPRITE_OVRD_Z_shift, PNT_SPRITE_OVRD_Z_mask);
         SETfield(r700->SPI_INTERP_CONTROL_0.u32All, SPI_PNT_SPRITE_SEL_1, PNT_SPRITE_OVRD_W_shift, PNT_SPRITE_OVRD_W_mask);
-        if(ctx->Point.SpriteOrigin == GL_LOWER_LEFT)
+        /* Like e.g. viewport and winding, point sprite coordinates are
+         * inverted when rendering to FBO. */
+        if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) == !ctx->DrawBuffer->Name)
             SETbit(r700->SPI_INTERP_CONTROL_0.u32All, PNT_SPRITE_TOP_1_bit);
         else
             CLEARbit(r700->SPI_INTERP_CONTROL_0.u32All, PNT_SPRITE_TOP_1_bit);