diff options
author | Brian Paul <brianp@vmware.com> | 2010-04-08 13:05:35 -0600 |
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committer | Brian Paul <brianp@vmware.com> | 2010-04-08 13:11:29 -0600 |
commit | bab6c0a03527f3d3b5124c6540cc167e3989c068 (patch) | |
tree | 4e93dba6239e524f7a5ede012e0dca79c0b38820 /src/mesa | |
parent | 8ac7d7fa05f34dcded533ba17ed3cec1f69e8906 (diff) |
st/mesa: fix glDrawPixels(GL_DEPTH_COMPONENT) regression
Commit 1454f20a991ddda35f1a2ffda953012078b407ba caused the regression.
When the vertex shader emitted both a texcoord and color we were grabbing
the wrong vertex attributes. Fix the draw_quad() code to put texcoords
in slot[1] and color in slot[2]. That's a bit cleaner than changing
the vertex shader code.
Tested with progs/tests/zreaddraw.c
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/state_tracker/st_cb_drawpixels.c | 41 |
1 files changed, 20 insertions, 21 deletions
diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c index b937288f8c..5fcfa86904 100644 --- a/src/mesa/state_tracker/st_cb_drawpixels.c +++ b/src/mesa/state_tracker/st_cb_drawpixels.c @@ -250,13 +250,13 @@ make_passthrough_vertex_shader(struct st_context *st, ureg_DECL_output( ureg, TGSI_SEMANTIC_POSITION, 0 ), ureg_DECL_vs_input( ureg, 0 )); - /* MOV result.texcoord0, vertex.texcoord0; */ + /* MOV result.texcoord0, vertex.attr[1]; */ ureg_MOV(ureg, ureg_DECL_output( ureg, TGSI_SEMANTIC_GENERIC, 0 ), ureg_DECL_vs_input( ureg, 1 )); if (passColor) { - /* MOV result.color0, vertex.color0; */ + /* MOV result.color0, vertex.attr[2]; */ ureg_MOV(ureg, ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, 0 ), ureg_DECL_vs_input( ureg, 2 )); @@ -430,7 +430,7 @@ draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z, const GLfloat sLeft = 0.0f, sRight = maxXcoord; const GLfloat tTop = invertTex ? maxYcoord : 0.0f; const GLfloat tBot = invertTex ? 0.0f : maxYcoord; - GLuint tex, i; + GLuint i; /* upper-left */ verts[0][0][0] = clip_x0; /* v[0].attr[0].x */ @@ -448,32 +448,31 @@ draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z, verts[3][0][0] = clip_x0; verts[3][0][1] = clip_y1; - tex = color ? 2 : 1; - verts[0][tex][0] = sLeft; /* v[0].attr[tex].s */ - verts[0][tex][1] = tTop; /* v[0].attr[tex].t */ - verts[1][tex][0] = sRight; - verts[1][tex][1] = tTop; - verts[2][tex][0] = sRight; - verts[2][tex][1] = tBot; - verts[3][tex][0] = sLeft; - verts[3][tex][1] = tBot; + verts[0][1][0] = sLeft; /* v[0].attr[1].S */ + verts[0][1][1] = tTop; /* v[0].attr[1].T */ + verts[1][1][0] = sRight; + verts[1][1][1] = tTop; + verts[2][1][0] = sRight; + verts[2][1][1] = tBot; + verts[3][1][0] = sLeft; + verts[3][1][1] = tBot; /* same for all verts: */ if (color) { for (i = 0; i < 4; i++) { - verts[i][0][2] = z; /*Z*/ - verts[i][0][3] = 1.0f; /*W*/ - verts[i][1][0] = color[0]; - verts[i][1][1] = color[1]; - verts[i][1][2] = color[2]; - verts[i][1][3] = color[3]; - verts[i][2][2] = 0.0f; /*R*/ - verts[i][2][3] = 1.0f; /*Q*/ + verts[i][0][2] = z; /* v[i].attr[0].z */ + verts[i][0][3] = 1.0f; /* v[i].attr[0].w */ + verts[i][2][0] = color[0]; /* v[i].attr[2].r */ + verts[i][2][1] = color[1]; /* v[i].attr[2].g */ + verts[i][2][2] = color[2]; /* v[i].attr[2].b */ + verts[i][2][3] = color[3]; /* v[i].attr[2].a */ + verts[i][1][2] = 0.0f; /* v[i].attr[1].R */ + verts[i][1][3] = 1.0f; /* v[i].attr[1].Q */ } } else { for (i = 0; i < 4; i++) { - verts[i][0][2] = z; /*Z*/ + verts[i][0][2] = z; /*Z*/ verts[i][0][3] = 1.0f; /*W*/ verts[i][1][2] = 0.0f; /*R*/ verts[i][1][3] = 1.0f; /*Q*/ |