> Since nv40 pipe doesn't invert anything itself, it seems it also renders
> Y_0_TOP (coordinates after vport transform) but FragCoord is the other
> way ? That's odd, makes me think there should be a switch, but then ...
> maybe they just built it the OpenGL way back then.
> (do you have GL_ARB_fragment_coord_conventions ?)
nVidia driver 195 on my nv40 doesn't support this.
This may be due either to lack of hardware support or nVidia not
bothering to implement it for pre-nv50 platforms.
It may be some bit in the routing tables, so just trying to flip them
all could work.

However, it's still better to just use the hardware OpenGL register
instead of using the DirectX one so the state tracker can invert it..

BTW, make sure you are doing this correctly on nv50, since this
affects Doom 3 window glass effects and you said on IRC they varied
only in one dimension, which might be due to one of the coordinates of
gl_FragCoord being constant.

Right now I'm skipping the inversion if vendor is "nouveau" in my
private tree, but TGSI semantics must not change depending on the
driver, as that will break storing the programs, using a
Gallium-passthrough virtualization mechanism with migration, and so
on.

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