From fc91cbe20ba580930bac06632e7a6d4ed39bc3ab Mon Sep 17 00:00:00 2001 From: Jason Ekstrand Date: Fri, 28 Apr 2017 07:12:24 -0700 Subject: spirv: Flip the tessellation winding order It's not SPIR-V that's backwards from GLSL, it's Vulkan that's backwards from GL. Let's make NIR consistent with the source language and do the flipping inside the Vulkan driver instead. Reviewed-by: Kenneth Graunke --- src/compiler/spirv/spirv_to_nir.c | 9 ++------- 1 file changed, 2 insertions(+), 7 deletions(-) (limited to 'src/compiler/spirv/spirv_to_nir.c') diff --git a/src/compiler/spirv/spirv_to_nir.c b/src/compiler/spirv/spirv_to_nir.c index 86536856b6f..6ce9d1ada34 100644 --- a/src/compiler/spirv/spirv_to_nir.c +++ b/src/compiler/spirv/spirv_to_nir.c @@ -2951,17 +2951,12 @@ vtn_handle_execution_mode(struct vtn_builder *b, struct vtn_value *entry_point, case SpvExecutionModeVertexOrderCw: assert(b->shader->stage == MESA_SHADER_TESS_CTRL || b->shader->stage == MESA_SHADER_TESS_EVAL); - /* Vulkan's notion of CCW seems to match the hardware backends, - * but be the opposite of OpenGL. Currently NIR follows GL semantics, - * so we set it backwards here. - */ - b->shader->info.tess.ccw = true; + b->shader->info.tess.ccw = false; break; case SpvExecutionModeVertexOrderCcw: assert(b->shader->stage == MESA_SHADER_TESS_CTRL || b->shader->stage == MESA_SHADER_TESS_EVAL); - /* Backwards; see above */ - b->shader->info.tess.ccw = false; + b->shader->info.tess.ccw = true; break; case SpvExecutionModePointMode: assert(b->shader->stage == MESA_SHADER_TESS_CTRL || -- cgit v1.2.3