diff options
author | Tim Rowley <[email protected]> | 2017-02-22 11:11:58 -0800 |
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committer | Tim Rowley <[email protected]> | 2017-03-20 18:04:53 -0500 |
commit | e4d1294afbd798fa145d68a1c4f4ce80622a62dc (patch) | |
tree | 43f24ee07a73055d9a0cb69211e0eb50eb8657b6 /src/gallium | |
parent | a508c2c2ac5ebee7d8ee6b65733b7f78926ba355 (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')
-rw-r--r-- | src/gallium/drivers/swr/rasterizer/core/backend.cpp | 10 |
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); |