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-rw-r--r--src/mesa/drivers/dri/savage/savage_xmesa.c3
-rw-r--r--src/mesa/drivers/dri/savage/savagetris.c1
-rw-r--r--src/mesa/tnl_dd/t_dd_tritmp.h11
3 files changed, 9 insertions, 6 deletions
diff --git a/src/mesa/drivers/dri/savage/savage_xmesa.c b/src/mesa/drivers/dri/savage/savage_xmesa.c
index 9814288933..c2eb8d10b1 100644
--- a/src/mesa/drivers/dri/savage/savage_xmesa.c
+++ b/src/mesa/drivers/dri/savage/savage_xmesa.c
@@ -394,9 +394,6 @@ savageCreateContext( const __GLcontextModes *mesaVis,
ctx->Const.MaxLineWidthAA = 3.0;
ctx->Const.LineWidthGranularity = 1.0;
#endif
- /* This is needed to get polygon offset right with reversed depth range
- * (see savageCalcViewport). Not sure if it has any other side effects. */
- ctx->MRD *= -1.0;
/* Dri stuff
*/
diff --git a/src/mesa/drivers/dri/savage/savagetris.c b/src/mesa/drivers/dri/savage/savagetris.c
index fdd0f12724..f5faa3fe56 100644
--- a/src/mesa/drivers/dri/savage/savagetris.c
+++ b/src/mesa/drivers/dri/savage/savagetris.c
@@ -388,6 +388,7 @@ static struct {
#define TAB rast_tab
#define DEPTH_SCALE imesa->depth_scale
+#define REVERSE_DEPTH 1
#define UNFILLED_TRI unfilled_tri
#define UNFILLED_QUAD unfilled_quad
#define VERT_X(_v) _v->v.x
diff --git a/src/mesa/tnl_dd/t_dd_tritmp.h b/src/mesa/tnl_dd/t_dd_tritmp.h
index 5b17a6f6f0..bc1617eae3 100644
--- a/src/mesa/tnl_dd/t_dd_tritmp.h
+++ b/src/mesa/tnl_dd/t_dd_tritmp.h
@@ -49,7 +49,8 @@
* VERT_X(v): Alias for vertex x value.
* VERT_Y(v): Alias for vertex y value.
* VERT_Z(v): Alias for vertex z value.
- * DEPTH_SCALE: Scale for offset.
+ * DEPTH_SCALE: Scale for constant offset.
+ * REVERSE_DEPTH: Viewport depth range reversed.
*
* VERTEX: Hardware vertex type.
* GET_VERTEX(n): Retreive vertex with index n.
@@ -108,6 +109,10 @@
#define VERT_Z_ADD(v,val) VERT_Z(v) += val
#endif
+#ifndef REVERSE_DEPTH
+#define REVERSE_DEPTH 0
+#endif
+
/* disable twostencil for un-aware drivers */
#ifndef HAVE_STENCIL_TWOSIDE
#define HAVE_STENCIL_TWOSIDE 0
@@ -269,7 +274,7 @@ static void TAG(triangle)( GLcontext *ctx, GLuint e0, GLuint e1, GLuint e2 )
if ( bc < 0.0f ) bc = -bc;
offset += MAX2( ac, bc ) * ctx->Polygon.OffsetFactor;
}
- offset *= ctx->MRD;
+ offset *= REVERSE_DEPTH ? -ctx->MRD : ctx->MRD;
}
}
@@ -545,7 +550,7 @@ static void TAG(quad)( GLcontext *ctx,
if ( bc < 0.0f ) bc = -bc;
offset += MAX2( ac, bc ) * ctx->Polygon.OffsetFactor;
}
- offset *= ctx->MRD;
+ offset *= REVERSE_DEPTH ? -ctx->MRD : ctx->MRD;
}
}