diff options
author | Eric Anholt <eric@anholt.net> | 2009-10-28 16:36:35 -0700 |
---|---|---|
committer | Eric Anholt <eric@anholt.net> | 2009-10-29 10:01:17 -0700 |
commit | 92e7c6a2581b5f612a84587500399bb00318c6f0 (patch) | |
tree | 14e2e901de2efdad9c852d21171ed8d245d49e91 /src/mesa | |
parent | 32ec3f26731ac998b6fda7ce596ec568d6f76eeb (diff) |
i965: Fix fallout from ARB_depth_clamp enablement that broke glDepthRange.
If a backwards glDepthRange was supplied (as with the old Quake no-z-clearing
hack), the hardware would have always clamped because we weren't clamping to
the min of near/far and the max of near/far. Also, we shouldn't be clamping
to near/far at all when not in depth clamp mode (this usually didn't matter
since near/far are usually the same as the 0.0, 1.0 clamping you do for
fixed-point depth).
This should fix funny depth issues in PlaneShift, and fixes piglit
depth-clamp-range
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_cc.c | 14 |
1 files changed, 10 insertions, 4 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_cc.c b/src/mesa/drivers/dri/i965/brw_cc.c index 1088a7a607..5cca605c3f 100644 --- a/src/mesa/drivers/dri/i965/brw_cc.c +++ b/src/mesa/drivers/dri/i965/brw_cc.c @@ -44,9 +44,15 @@ static void prepare_cc_vp( struct brw_context *brw ) memset(&ccv, 0, sizeof(ccv)); - /* _NEW_VIEWPORT */ - ccv.min_depth = ctx->Viewport.Near; - ccv.max_depth = ctx->Viewport.Far; + /* _NEW_TRANSOFORM */ + if (ctx->Transform.DepthClamp) { + /* _NEW_VIEWPORT */ + ccv.min_depth = MIN2(ctx->Viewport.Near, ctx->Viewport.Far); + ccv.max_depth = MAX2(ctx->Viewport.Near, ctx->Viewport.Far); + } else { + ccv.min_depth = 0.0; + ccv.max_depth = 1.0; + } dri_bo_unreference(brw->cc.vp_bo); brw->cc.vp_bo = brw_cache_data( &brw->cache, BRW_CC_VP, &ccv, NULL, 0 ); @@ -54,7 +60,7 @@ static void prepare_cc_vp( struct brw_context *brw ) const struct brw_tracked_state brw_cc_vp = { .dirty = { - .mesa = _NEW_VIEWPORT, + .mesa = _NEW_VIEWPORT | _NEW_TRANSFORM, .brw = BRW_NEW_CONTEXT, .cache = 0 }, |