Use the vertex positions described in the PRMs. This has no effect on rendering but quiets the simulator warnings seen when the vertices appear out of order.
Signed-off-by: Nanley Chery <nanley.g.ch...@intel.com> Cc: Jason Ekstrand <ja...@jlekstrand.net> Cc: Marek Olšák <marek.ol...@amd.com> --- src/intel/blorp/blorp_genX_exec.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/intel/blorp/blorp_genX_exec.h b/src/intel/blorp/blorp_genX_exec.h index eb4a5b9..62f16a3 100644 --- a/src/intel/blorp/blorp_genX_exec.h +++ b/src/intel/blorp/blorp_genX_exec.h @@ -171,8 +171,8 @@ blorp_emit_vertex_data(struct blorp_batch *batch, uint32_t *size) { const float vertices[] = { - /* v0 */ (float)params->x0, (float)params->y1, - /* v1 */ (float)params->x1, (float)params->y1, + /* v0 */ (float)params->x1, (float)params->y1, + /* v1 */ (float)params->x0, (float)params->y1, /* v2 */ (float)params->x0, (float)params->y0, }; @@ -287,7 +287,7 @@ blorp_emit_vertex_elements(struct blorp_batch *batch, * v2 ------ implied * | | * | | - * v0 ----- v1 + * v1 ----- v0 * * Since the VS is disabled, the clipper loads each VUE directly from * the URB. This is controlled by the 3DSTATE_VERTEX_BUFFERS and -- 2.10.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev