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

Reply via email to