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authorBrian <[email protected]>2007-03-10 11:30:19 -0700
committerBrian <[email protected]>2007-03-10 11:30:19 -0700
commit10b5895597d5e069183cb647d17eb412effceb4f (patch)
tree326f17498a851a18ecbd0e517ad2d64da4cbb8b0 /src/mesa/swrast_setup
parent1fcb4ecc07685872c9c42569ba13faa1cad54d3c (diff)
Implement gl_FrontFacing for fragment shaders.
For the time being, we put the gl_FrontFacing value in the FOGC.Y input register. Combining FOGC and FrontFacing in one register is a bit of a hack and may need to be changed someday.
Diffstat (limited to 'src/mesa/swrast_setup')
-rw-r--r--src/mesa/swrast_setup/ss_triangle.c4
-rw-r--r--src/mesa/swrast_setup/ss_tritmp.h3
2 files changed, 4 insertions, 3 deletions
diff --git a/src/mesa/swrast_setup/ss_triangle.c b/src/mesa/swrast_setup/ss_triangle.c
index 09244d9c4bc..628e9288e87 100644
--- a/src/mesa/swrast_setup/ss_triangle.c
+++ b/src/mesa/swrast_setup/ss_triangle.c
@@ -290,8 +290,10 @@ void _swsetup_choose_trifuncs( GLcontext *ctx )
ctx->Polygon.OffsetFill)
ind |= SS_OFFSET_BIT;
+ /* Note: gl_FrontFacing lives in fragment input FOGC.Y at this time */
if ((ctx->Light.Enabled && ctx->Light.Model.TwoSide) ||
- (ctx->VertexProgram._Enabled && ctx->VertexProgram.TwoSideEnabled))
+ (ctx->VertexProgram._Enabled && ctx->VertexProgram.TwoSideEnabled) ||
+ (ctx->FragmentProgram._Current && ctx->FragmentProgram._Current->Base.InputsRead & (1 << FRAG_ATTRIB_FOGC)))
ind |= SS_TWOSIDE_BIT;
/* We piggyback the two-sided stencil front/back determination on the
diff --git a/src/mesa/swrast_setup/ss_tritmp.h b/src/mesa/swrast_setup/ss_tritmp.h
index 61c9b2817e6..5b14b283f12 100644
--- a/src/mesa/swrast_setup/ss_tritmp.h
+++ b/src/mesa/swrast_setup/ss_tritmp.h
@@ -55,8 +55,7 @@ static void TAG(triangle)(GLcontext *ctx, GLuint e0, GLuint e1, GLuint e2 )
if (IND & (SS_TWOSIDE_BIT | SS_UNFILLED_BIT))
{
facing = (cc < 0.0) ^ ctx->Polygon._FrontBit;
- if (ctx->Stencil.TestTwoSide)
- ctx->_Facing = facing; /* for 2-sided stencil test */
+ ctx->_Facing = facing;
if (IND & SS_UNFILLED_BIT)
mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode;