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authorRoland Scheidegger <[email protected]>2013-05-21 23:57:33 +0200
committerRoland Scheidegger <[email protected]>2013-05-22 22:57:27 +0200
commite108716429f85aca3d2a70c609248b7b82f050b4 (patch)
tree84dc39bf3731a9cd80443639fc8ffc5a9984dfb1 /src/glsl/strtod.h
parent82d7733b52e7c124a268c68395de140641b50c05 (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/strtod.h')
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