diff options
author | Roland Scheidegger <[email protected]> | 2013-05-21 23:57:33 +0200 |
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committer | Roland Scheidegger <[email protected]> | 2013-05-22 22:57:27 +0200 |
commit | e108716429f85aca3d2a70c609248b7b82f050b4 (patch) | |
tree | 84dc39bf3731a9cd80443639fc8ffc5a9984dfb1 /src/glsl/glcpp | |
parent | 82d7733b52e7c124a268c68395de140641b50c05 (diff) |
llvmpipe: fix early depth test / late depth write stencil issues
We actually did early depth/stencil test and late depth/stencil write even
when the shader could kill the fragment (alpha test or discard). Since it
matters for the new stencil value if the fragment is killed by depth/stencil
test or by the shader (in which case it will not reach the depth/stencil
test) this simply cannot work (we also would possibly skip writing the new
stencil value due to mask checks but this is a secondary issue).
So use late depth test / late depth write instead in this case.
(No piglit changes as it doesn't seem to hit such bogus early depth test
/ late depth write path.)
Reviewed-by: Jose Fonseca <[email protected]>
Diffstat (limited to 'src/glsl/glcpp')
0 files changed, 0 insertions, 0 deletions