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authorBrian <brian@yutani.localnet.net>2007-04-19 11:21:14 -0600
committerBrian <brian@yutani.localnet.net>2007-04-19 11:21:14 -0600
commit8e6207396c6314d07614c80670f4e3196e3a8551 (patch)
tree75d8a493bd14e2bc1569f28ac72af27d705415e9 /src
parent5ca8d4ccf24af1c174ff791f15cf9f19defd9b7e (diff)
Don't allow deferredTexture if using occlusion query and a frag shader.
Occlusion query might depend on the shader killing/discarding fragments. Helps fix depth peeling technique. Also, minor tweaks in interpolate_wpos().
Diffstat (limited to 'src')
-rw-r--r--src/mesa/swrast/s_span.c21
1 files changed, 17 insertions, 4 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index c6efea3075..f3b7998618 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -776,6 +776,9 @@ interpolate_wpos(GLcontext *ctx, SWspan *span)
{
GLfloat (*wpos)[4] = span->array->attribs[FRAG_ATTRIB_WPOS];
GLuint i;
+ const GLfloat zScale = 1.0 / ctx->DrawBuffer->_DepthMaxF;
+ GLfloat w, dw;
+
if (span->arrayMask & SPAN_XY) {
for (i = 0; i < span->end; i++) {
wpos[i][0] = (GLfloat) span->array->x[i];
@@ -788,10 +791,13 @@ interpolate_wpos(GLcontext *ctx, SWspan *span)
wpos[i][1] = (GLfloat) span->y;
}
}
+
+ w = span->attrStart[FRAG_ATTRIB_WPOS][3];
+ dw = span->attrStepX[FRAG_ATTRIB_WPOS][3];
for (i = 0; i < span->end; i++) {
- wpos[i][2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF;
- wpos[i][3] = span->attrStart[FRAG_ATTRIB_WPOS][3]
- + i * span->attrStepX[FRAG_ATTRIB_WPOS][3];
+ wpos[i][2] = (GLfloat) span->array->z[i] * zScale;
+ wpos[i][3] = w;
+ w += dw;
}
}
@@ -1401,7 +1407,10 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
ASSERT((span->interpMask & span->arrayMask) == 0);
ASSERT((span->interpMask & SPAN_RGBA) ^ (span->arrayMask & SPAN_RGBA));
- /* check for conditions that prevent deferred shading */
+ /* check for conditions that prevent deferred shading (doing shading
+ * after stencil/ztest).
+ * XXX move this code into state validation.
+ */
if (ctx->Color.AlphaEnabled) {
/* alpha test depends on post-texture/shader colors */
deferredTexture = GL_FALSE;
@@ -1413,6 +1422,10 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
/* Z comes from fragment program/shader */
deferredTexture = GL_FALSE;
}
+ else if (ctx->Query.CurrentOcclusionObject) {
+ /* occlusion query depends on shader discard/kill results */
+ deferredTexture = GL_FALSE;
+ }
else {
deferredTexture = GL_TRUE;
}