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authorEric Anholt <[email protected]>2014-08-18 12:46:24 -0700
committerEric Anholt <[email protected]>2014-08-18 15:27:43 -0700
commita538bab0659c3bd5ed1da068c11b211cf65d6610 (patch)
tree45620d9ccfaf1a3e33456ef96daeee4e1fc2d3bd /src/gallium
parent082d8c54c167751defb2f79e3ce4f14217ceaa6e (diff)
vc4: Fix viewport handling in the uniforms upload.
I had the right viewports in vc4_emit.c, but grabbed the wrong values in the uniform setup, so primitives would claim to be in the wrong parts of the screen. (The vc4_emit.c state looks like it just decides how big the clipping guardband is). This gets fbo-viewport closer to working (which still has the problem that the HW is always guard-band clipping), and fixes inverted FBO rendering in general.
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/vc4/vc4_program.c6
1 files changed, 2 insertions, 4 deletions
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c
index 24f7620b7fd..f7791abb946 100644
--- a/src/gallium/drivers/vc4/vc4_program.c
+++ b/src/gallium/drivers/vc4/vc4_program.c
@@ -1474,12 +1474,10 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
gallium_uniforms[uinfo->data[i]]);
break;
case QUNIFORM_VIEWPORT_X_SCALE:
- cl_f(&vc4->uniforms,
- vc4->framebuffer.width * 16.0f / 2.0f);
+ cl_f(&vc4->uniforms, vc4->viewport.scale[0] * 16.0f);
break;
case QUNIFORM_VIEWPORT_Y_SCALE:
- cl_f(&vc4->uniforms,
- vc4->framebuffer.height * -16.0f / 2.0f);
+ cl_f(&vc4->uniforms, vc4->viewport.scale[1] * 16.0f);
break;
case QUNIFORM_VIEWPORT_Z_OFFSET: