diff options
author | Anuj Phogat <[email protected]> | 2014-01-06 13:59:18 -0800 |
---|---|---|
committer | Anuj Phogat <[email protected]> | 2014-01-21 14:42:27 -0800 |
commit | a92e5f7cf63d496ad7830b5cea4bbab287c25b8e (patch) | |
tree | 9506d79aea368bac7b5e601379193df257ab80b0 /src/egl/main/eglsync.c | |
parent | 3313cc269bd428ca96a132d86da5fddc0f27386a (diff) |
i965: Use sample barycentric coordinates with per sample shading
Current implementation of arb_sample_shading doesn't set 'Barycentric
Interpolation Mode' correctly. We use pixel barycentric coordinates
for per sample shading. Instead we should select perspective sample
or non-perspective sample barycentric coordinates.
It also enables using sample barycentric coordinates in case of a
fragment shader variable declared with 'sample' qualifier.
e.g. sample in vec4 pos;
A piglit test to verify the implementation has been posted on piglit
mailing list for review.
V2: Do not interpolate all the 'in' variables at sample position
if fragment shader uses 'sample' qualifier with one of them.
For example we have a fragment shader:
#version 330
#extension ARB_gpu_shader5: require
sample in vec4 a;
in vec4 b;
main()
{
...
}
Only 'a' should be sampled at sample location, not 'b'.
Cc: [email protected]
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Diffstat (limited to 'src/egl/main/eglsync.c')
0 files changed, 0 insertions, 0 deletions