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@ -728,7 +728,7 @@ static void vrend_update_scissor_state(struct vrend_context *ctx); |
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static void vrend_destroy_query_object(void *obj_ptr); |
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static void vrend_finish_context_switch(struct vrend_context *ctx); |
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static void vrend_patch_blend_state(struct vrend_context *ctx); |
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static void vrend_update_frontface_state(struct vrend_context *ctx); |
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static void vrend_update_frontface_state(struct vrend_sub_context *ctx); |
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static void vrender_get_glsl_version(int *glsl_version); |
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static void vrend_destroy_program(struct vrend_linked_shader_program *ent); |
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static void vrend_apply_sampler_state(struct vrend_context *ctx, |
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@ -3689,6 +3689,7 @@ void vrend_clear(struct vrend_context *ctx, |
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double depth, unsigned stencil) |
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{ |
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GLbitfield bits = 0; |
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struct vrend_sub_context *sub_ctx = ctx->sub; |
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if (ctx->in_error) |
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return; |
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@ -3696,7 +3697,7 @@ void vrend_clear(struct vrend_context *ctx, |
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if (ctx->ctx_switch_pending) |
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vrend_finish_context_switch(ctx); |
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vrend_update_frontface_state(ctx); |
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vrend_update_frontface_state(sub_ctx); |
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if (ctx->sub->stencil_state_dirty) |
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vrend_update_stencil_state(ctx); |
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if (ctx->sub->scissor_state_dirty) |
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@ -4535,7 +4536,6 @@ int vrend_draw_vbo(struct vrend_context *ctx, |
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struct vrend_resource *indirect_params_res = NULL; |
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struct vrend_sub_context *sub_ctx = ctx->sub; |
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if (ctx->in_error) |
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return 0; |
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@ -4573,7 +4573,7 @@ int vrend_draw_vbo(struct vrend_context *ctx, |
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if (ctx->ctx_switch_pending) |
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vrend_finish_context_switch(ctx); |
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vrend_update_frontface_state(ctx); |
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vrend_update_frontface_state(sub_ctx); |
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if (ctx->sub->stencil_state_dirty) |
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vrend_update_stencil_state(ctx); |
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if (ctx->sub->scissor_state_dirty) |
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@ -5247,12 +5247,12 @@ void vrend_object_bind_dsa(struct vrend_context *ctx, |
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vrend_hw_emit_dsa(ctx); |
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} |
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static void vrend_update_frontface_state(struct vrend_context *ctx) |
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static void vrend_update_frontface_state(struct vrend_sub_context *sub_ctx) |
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{ |
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struct pipe_rasterizer_state *state = &ctx->sub->rs_state; |
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struct pipe_rasterizer_state *state = &sub_ctx->rs_state; |
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int front_ccw = state->front_ccw; |
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front_ccw ^= (ctx->sub->inverted_fbo_content ? 0 : 1); |
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front_ccw ^= (sub_ctx->inverted_fbo_content ? 0 : 1); |
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if (front_ccw) |
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glFrontFace(GL_CCW); |
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else |
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