On 12/19/2011 09:29 AM, Dave Airlie wrote:
From: Dave Airlie<airl...@redhat.com>

The previous fix linked the vertex/fragment shader handling in softpipe for
the unspecified front color output case, but specified back color case.

However in that case we were doing a copy from back to non-existant front,
this code checks we have existant front/backs and only does the copy when
they both exist.

Signed-off-by: Dave Airlie<airl...@redhat.com>
---
  src/gallium/auxiliary/draw/draw_pipe_twoside.c |   27 ++++++++----------------
  1 files changed, 9 insertions(+), 18 deletions(-)

diff --git a/src/gallium/auxiliary/draw/draw_pipe_twoside.c 
b/src/gallium/auxiliary/draw/draw_pipe_twoside.c
index 9a3f3fe..b1a70a0 100644
--- a/src/gallium/auxiliary/draw/draw_pipe_twoside.c
+++ b/src/gallium/auxiliary/draw/draw_pipe_twoside.c
@@ -38,8 +38,8 @@
  struct twoside_stage {
     struct draw_stage stage;
     float sign;         /**<  +1 or -1 */
-   uint attrib_front0, attrib_back0;
-   uint attrib_front1, attrib_back1;
+   int attrib_front0, attrib_back0;
+   int attrib_front1, attrib_back1;
  };


@@ -48,9 +48,6 @@ static INLINE struct twoside_stage *twoside_stage( struct 
draw_stage *stage )
     return (struct twoside_stage *)stage;
  }

-
-
-
  /**
   * Copy back color(s) to front color(s).
   */
@@ -60,12 +57,12 @@ copy_bfc( struct twoside_stage *twoside,
            unsigned idx )
  {
     struct vertex_header *tmp = dup_vert(&twoside->stage, v, idx );
-
-   if (twoside->attrib_back0) {
+
+   if (twoside->attrib_back0>= 0&&  twoside->attrib_front0>= 0) {
        COPY_4FV(tmp->data[twoside->attrib_front0],
                 tmp->data[twoside->attrib_back0]);
     }
-   if (twoside->attrib_back1) {
+   if (twoside->attrib_back1>= 0&&  twoside->attrib_front1>= 0) {
        COPY_4FV(tmp->data[twoside->attrib_front1],
                 tmp->data[twoside->attrib_back1]);
     }
@@ -109,10 +106,10 @@ static void twoside_first_tri( struct draw_stage *stage,
     const struct draw_vertex_shader *vs = stage->draw->vs.vertex_shader;
     uint i;

-   twoside->attrib_front0 = 0;
-   twoside->attrib_front1 = 0;
-   twoside->attrib_back0 = 0;
-   twoside->attrib_back1 = 0;
+   twoside->attrib_front0 = -1;
+   twoside->attrib_front1 = -1;
+   twoside->attrib_back0 = -1;
+   twoside->attrib_back1 = -1;

     /* Find which vertex shader outputs are front/back colors */
     for (i = 0; i<  vs->info.num_outputs; i++) {
@@ -130,12 +127,6 @@ static void twoside_first_tri( struct draw_stage *stage,
        }
     }

-   if (!twoside->attrib_back0)
-      twoside->attrib_front0 = 0;
-
-   if (!twoside->attrib_back1)
-      twoside->attrib_front1 = 0;
-
     /*
      * We'll multiply the primitive's determinant by this sign to determine
      * if the triangle is back-facing (negative).

This looks like a good fix in general.

Reviewed-by: Brian Paul <bri...@vmware.com>
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