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Diffstat (limited to 'src/gallium/drivers/i965/brw_misc_state.c')
-rw-r--r--src/gallium/drivers/i965/brw_misc_state.c18
1 files changed, 7 insertions, 11 deletions
diff --git a/src/gallium/drivers/i965/brw_misc_state.c b/src/gallium/drivers/i965/brw_misc_state.c
index 0f2612c..98fec85 100644
--- a/src/gallium/drivers/i965/brw_misc_state.c
+++ b/src/gallium/drivers/i965/brw_misc_state.c
@@ -315,24 +315,20 @@ const struct brw_tracked_state brw_polygon_stipple = {
static void upload_polygon_stipple_offset(struct brw_context *brw)
{
- __DRIdrawablePrivate *dPriv = brw->intel.driDrawable;
struct brw_polygon_stipple_offset bpso;
memset(&bpso, 0, sizeof(bpso));
bpso.header.opcode = CMD_POLY_STIPPLE_OFFSET;
bpso.header.length = sizeof(bpso)/4-2;
- /* If we're drawing to a system window (ctx->DrawBuffer->Name == 0),
- * we have to invert the Y axis in order to match the OpenGL
- * pixel coordinate system, and our offset must be matched
- * to the window position. If we're drawing to a FBO
- * (ctx->DrawBuffer->Name != 0), then our native pixel coordinate
- * system works just fine, and there's no window system to
- * worry about.
+ /* Never need to offset stipple coordinates.
+ *
+ * XXX: is it ever necessary to invert Y values?
*/
- if (brw->intel.ctx.DrawBuffer->Name == 0) {
- bpso.bits0.x_offset = (32 - (dPriv->x & 31)) & 31;
- bpso.bits0.y_offset = (32 - ((dPriv->y + dPriv->h) & 31)) & 31;
+ if (0) {
+ int x = 0, y = 0, h = 0;
+ bpso.bits0.x_offset = (32 - (x & 31)) & 31;
+ bpso.bits0.y_offset = (32 - ((y + h) & 31)) & 31;
}
else {
bpso.bits0.y_offset = 0;