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authorRobert Ellison <papillo@tungstengraphics.com>2008-10-30 15:24:23 -0600
committerRobert Ellison <papillo@tungstengraphics.com>2008-10-30 15:24:52 -0600
commit711f8a1dd94e2e1e715615d947e03015ef972326 (patch)
tree4365c6e97f3705b754714702dbbe2cff2ccac53b /src/egl/drivers
parent157ddc14183807834068687f02c67b66acf9effa (diff)
CELL: stencil bug fixes
Two definitive bugs in stenciling were fixed. The first, reversed registers in the generated Select Bytes (selb) instruction, caused the stenciling INCR and DECR operations to fail dramatically, putting new values in where old values were supposed to be and vice versa. The second caused stencil tiles to not be read and written from main memory by the SPUs. A per-spu flag, spu.read_depth, was used to indicate whether the SPU should be reading depth tiles, and was set only when depth was enabled. A second flag, spu.read_stencil, was set when stenciling was enabled, but never referenced. As stenciling and depth are in the same tiles on the Cell, and there is no corresponding TAG_WRITE_TILE_STENCIL to complement TAG_WRITE_TILE_COLOR and TAG_WRITE_TILE_Z, I fixed this by eliminating the unused "spu.read_stencil", renaming "spu.read_depth" to "spu.read_depth_stencil", and setting it if either stenciling or depth is enabled. I also added an optimization to the fragment ops generation code, that avoids calculating stencil values and/or stencil writemask when the stencil operations are all KEEP.
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