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author | José Fonseca <jfonseca@vmware.com> | 2010-09-26 11:22:20 +0100 |
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committer | José Fonseca <jfonseca@vmware.com> | 2010-10-06 11:44:59 +0100 |
commit | e74955eba3fc22fcf6e9111a4e5bbc095d34d357 (patch) | |
tree | 0cb6dc63712366064753e68d60468e6839de9d27 /src/gallium/drivers/llvmpipe/lp_tex_sample.c | |
parent | 446dbb921762710d678486f3f5a6dfdf318fe34c (diff) |
llvmpipe: Fix perspective interpolation for point sprites.
Once a fragment is generated with LP_INTERP_PERSPECTIVE set for an input,
it will do a divide by w for that input. Therefore it's not OK to treat LP_INTERP_PERSPECTIVE as
LP_INTERP_LINEAR or vice-versa, even if the attribute is known to not
vary.
A better strategy would be to take the primitive in consideration when
generating the fragment shader key, and therefore avoid the per-fragment
perspective divide.
Diffstat (limited to 'src/gallium/drivers/llvmpipe/lp_tex_sample.c')
0 files changed, 0 insertions, 0 deletions