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authorTim Rowley <[email protected]>2017-02-22 11:11:58 -0800
committerTim Rowley <[email protected]>2017-03-20 18:04:53 -0500
commite4d1294afbd798fa145d68a1c4f4ce80622a62dc (patch)
tree43f24ee07a73055d9a0cb69211e0eb50eb8657b6 /src/gallium/drivers/swr
parenta508c2c2ac5ebee7d8ee6b65733b7f78926ba355 (diff)
swr: [rasterizer archrast] Fix the early and late depthstencil events
The coverage and stencil mask arguments were reversed. Reviewed-by: Bruce Cherniak <[email protected]>
Diffstat (limited to 'src/gallium/drivers/swr')
-rw-r--r--src/gallium/drivers/swr/rasterizer/core/backend.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/gallium/drivers/swr/rasterizer/core/backend.cpp b/src/gallium/drivers/swr/rasterizer/core/backend.cpp
index 032a2206d62..b1bcdb0b393 100644
--- a/src/gallium/drivers/swr/rasterizer/core/backend.cpp
+++ b/src/gallium/drivers/swr/rasterizer/core/backend.cpp
@@ -540,7 +540,7 @@ void BackendSingleSample(DRAW_CONTEXT *pDC, uint32_t workerId, uint32_t x, uint3
AR_BEGIN(BEEarlyDepthTest, pDC->drawId);
depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewportIndex,
psContext.vZ, pDepthBuffer, vCoverageMask, pStencilBuffer, &stencilPassMask);
- AR_EVENT(EarlyDepthStencilInfoSingleSample(_simd_movemask_ps(depthPassMask), _simd_movemask_ps(vCoverageMask), _simd_movemask_ps(stencilPassMask)));
+ AR_EVENT(EarlyDepthStencilInfoSingleSample(_simd_movemask_ps(depthPassMask), _simd_movemask_ps(stencilPassMask), _simd_movemask_ps(vCoverageMask)));
AR_END(BEEarlyDepthTest, 0);
// early-exit if no pixels passed depth or earlyZ is forced on
@@ -573,7 +573,7 @@ void BackendSingleSample(DRAW_CONTEXT *pDC, uint32_t workerId, uint32_t x, uint3
AR_BEGIN(BELateDepthTest, pDC->drawId);
depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewportIndex,
psContext.vZ, pDepthBuffer, vCoverageMask, pStencilBuffer, &stencilPassMask);
- AR_EVENT(LateDepthStencilInfoSingleSample(_simd_movemask_ps(depthPassMask), _simd_movemask_ps(vCoverageMask), _simd_movemask_ps(stencilPassMask)));
+ AR_EVENT(LateDepthStencilInfoSingleSample(_simd_movemask_ps(depthPassMask), _simd_movemask_ps(stencilPassMask), _simd_movemask_ps(vCoverageMask)));
AR_END(BELateDepthTest, 0);
if (!_simd_movemask_ps(depthPassMask))
@@ -751,7 +751,7 @@ void BackendSampleRate(DRAW_CONTEXT *pDC, uint32_t workerId, uint32_t x, uint32_
AR_BEGIN(BEEarlyDepthTest, pDC->drawId);
depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewportIndex,
psContext.vZ, pDepthSample, vCoverageMask, pStencilSample, &stencilPassMask);
- AR_EVENT(EarlyDepthStencilInfoSampleRate(_simd_movemask_ps(depthPassMask), _simd_movemask_ps(vCoverageMask), _simd_movemask_ps(stencilPassMask)));
+ AR_EVENT(EarlyDepthStencilInfoSampleRate(_simd_movemask_ps(depthPassMask), _simd_movemask_ps(stencilPassMask), _simd_movemask_ps(vCoverageMask)));
AR_END(BEEarlyDepthTest, 0);
// early-exit if no samples passed depth or earlyZ is forced on.
@@ -785,7 +785,7 @@ void BackendSampleRate(DRAW_CONTEXT *pDC, uint32_t workerId, uint32_t x, uint32_
AR_BEGIN(BELateDepthTest, pDC->drawId);
depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewportIndex,
psContext.vZ, pDepthSample, vCoverageMask, pStencilSample, &stencilPassMask);
- AR_EVENT(LateDepthStencilInfoSampleRate(_simd_movemask_ps(depthPassMask), _simd_movemask_ps(vCoverageMask), _simd_movemask_ps(stencilPassMask)));
+ AR_EVENT(LateDepthStencilInfoSampleRate(_simd_movemask_ps(depthPassMask), _simd_movemask_ps(stencilPassMask), _simd_movemask_ps(vCoverageMask)));
AR_END(BELateDepthTest, 0);
if (!_simd_movemask_ps(depthPassMask))
@@ -950,7 +950,7 @@ void BackendNullPS(DRAW_CONTEXT *pDC, uint32_t workerId, uint32_t x, uint32_t y,
AR_BEGIN(BEEarlyDepthTest, pDC->drawId);
simdscalar depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewportIndex,
psContext.vZ, pDepthSample, vCoverageMask, pStencilSample, &stencilPassMask);
- AR_EVENT(EarlyDepthStencilInfoNullPS(_simd_movemask_ps(depthPassMask), _simd_movemask_ps(vCoverageMask), _simd_movemask_ps(stencilPassMask)));
+ AR_EVENT(EarlyDepthStencilInfoNullPS(_simd_movemask_ps(depthPassMask), _simd_movemask_ps(stencilPassMask), _simd_movemask_ps(vCoverageMask)));
DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.frontFacing, psContext.vZ,
pDepthSample, depthPassMask, vCoverageMask, pStencilSample, stencilPassMask);
AR_END(BEEarlyDepthTest, 0);