diff options
author | José Fonseca <[email protected]> | 2010-10-06 09:40:51 +0100 |
---|---|---|
committer | José Fonseca <[email protected]> | 2010-10-06 11:46:41 +0100 |
commit | 06472ad7e835813ef7c9bf8a5cd8b62a25fa9cc3 (patch) | |
tree | 4849c8674d1a63664053f08fd81d68a7d1a37c3e /src/gallium/drivers | |
parent | e74955eba3fc22fcf6e9111a4e5bbc095d34d357 (diff) |
llvmpipe: Fix sprite coord perspective interpolation of Q.
Q coordinate's coefficients also need to be multiplied by w, otherwise
it will have 1/w, causing problems with TXP.
Diffstat (limited to 'src/gallium/drivers')
-rw-r--r-- | src/gallium/drivers/llvmpipe/lp_setup_point.c | 12 |
1 files changed, 3 insertions, 9 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_setup_point.c b/src/gallium/drivers/llvmpipe/lp_setup_point.c index c91e85f9159..1295aeecd87 100644 --- a/src/gallium/drivers/llvmpipe/lp_setup_point.c +++ b/src/gallium/drivers/llvmpipe/lp_setup_point.c @@ -105,6 +105,8 @@ texcoord_coef(struct lp_setup_context *setup, unsigned sprite_coord_origin, boolean perspective) { + float w0 = info->v0[0][3]; + assert(i < 4); if (i == 0) { @@ -118,13 +120,6 @@ texcoord_coef(struct lp_setup_context *setup, point->inputs.a0[slot][0] = 0.5 - (dadx * x0 + dady * y0); if (perspective) { - /* Divide coefficients by vertex.w here. - * - * It would be clearer to always multiply by w0 above and - * then divide it out for perspective projection here, but - * doing it this way involves less algebra. - */ - float w0 = info->v0[0][3]; point->inputs.dadx[slot][0] *= w0; point->inputs.dady[slot][0] *= w0; point->inputs.a0[slot][0] *= w0; @@ -145,7 +140,6 @@ texcoord_coef(struct lp_setup_context *setup, point->inputs.a0[slot][1] = 0.5 - (dadx * x0 + dady * y0); if (perspective) { - float w0 = info->v0[0][3]; point->inputs.dadx[slot][1] *= w0; point->inputs.dady[slot][1] *= w0; point->inputs.a0[slot][1] *= w0; @@ -157,7 +151,7 @@ texcoord_coef(struct lp_setup_context *setup, point->inputs.dady[slot][2] = 0.0f; } else { - point->inputs.a0[slot][3] = 1.0f; + point->inputs.a0[slot][3] = perspective ? w0 : 1.0f; point->inputs.dadx[slot][3] = 0.0f; point->inputs.dady[slot][3] = 0.0f; } |