diff options
author | Brian <[email protected]> | 2007-08-23 13:24:06 -0600 |
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committer | Brian <[email protected]> | 2007-08-23 13:24:06 -0600 |
commit | ef7c25090074cb02f18acc905bca5f25a56bd021 (patch) | |
tree | f209f095f3a9038c058e9c956fdbf81316ae81e4 /src/mesa/pipe/softpipe | |
parent | c990d0fd57a05301429b3af75b7fed0337621941 (diff) |
For the time being, interpolate Z in shade_quad() rather in the shader.
This was causing trouble for the i915 driver.
Diffstat (limited to 'src/mesa/pipe/softpipe')
-rwxr-xr-x | src/mesa/pipe/softpipe/sp_quad_fs.c | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/src/mesa/pipe/softpipe/sp_quad_fs.c b/src/mesa/pipe/softpipe/sp_quad_fs.c index ceba94aa94d..8a419c9ac78 100755 --- a/src/mesa/pipe/softpipe/sp_quad_fs.c +++ b/src/mesa/pipe/softpipe/sp_quad_fs.c @@ -55,6 +55,34 @@ quad_shade_stage(struct quad_stage *qs) return (struct quad_shade_stage *) qs; } + + + +/** + * Compute quad's attribute values by linear interpolation. + * + * Push into the fp: + * + * INPUT[attr] = MAD COEF_A0[attr], COEF_DADX[attr], INPUT_WPOS.xxxx + * INPUT[attr] = MAD INPUT[attr], COEF_DADY[attr], INPUT_WPOS.yyyy + */ +static INLINE void +linterp_z(const struct tgsi_interp_coef *coef, + struct tgsi_exec_vector *pos) +{ + uint ch = 2; + uint j; + for (j = 0; j < QUAD_SIZE; j++) { + const float x = pos->xyzw[0].f[j]; + const float y = pos->xyzw[1].f[j]; + pos->xyzw[ch].f[j] = (coef->a0[ch] + + coef->dadx[ch] * x + + coef->dady[ch] * y); + } +} + + + /* This should be done by the fragment shader execution unit (code * generated from the decl instructions). Do it here for now. */ @@ -101,6 +129,9 @@ shade_quad( machine.Inputs[0].xyzw[1].f[2] = fy + 1.0f; machine.Inputs[0].xyzw[1].f[3] = fy + 1.0f; + /* interp Z */ + linterp_z(&quad->coef[0], &machine.Inputs[0]); + /* run shader */ tgsi_exec_machine_run( &machine ); @@ -110,6 +141,7 @@ shade_quad( &machine.Outputs[1].xyzw[0].f[0], sizeof( quad->outputs.color ) ); +#if 0 if( softpipe->need_z ) { /* XXX temporary */ memcpy( @@ -117,6 +149,17 @@ shade_quad( &machine.Outputs[0].xyzw[2], sizeof( quad->outputs.depth ) ); } +#else + { + uint i; + for (i = 0; i < 4; i++) { + quad->outputs.depth[i] = machine.Inputs[0].xyzw[2].f[i]; +#if 0 + printf("output z %f\n", quad->outputs.depth[i]); +#endif + } + } +#endif /* shader may cull fragments */ if( quad->mask ) { |