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authorRoland Scheidegger <[email protected]>2005-09-02 12:05:38 +0000
committerRoland Scheidegger <[email protected]>2005-09-02 12:05:38 +0000
commit3c450b2917ee2eef06197b9ef546f19d06b7d76a (patch)
treed3b9e88719fb41507322860580c55ac4d624031c /src/mesa/swrast/s_span.c
parenta02febb8ccc8c716c28c3f6537d2836382f333c2 (diff)
ATI_fragment_shader fixes: fix bug in passTexCoord (caused by recent changes). Fix sampling from wrong texture unit. Apply swizzling before texture sampling, and hopefully get non-projected coordinates from swrast. (still does not work at all with sw doom3, way too dark just the same as with the doom3 arb2 path)
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r--src/mesa/swrast/s_span.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index f99fa4cbaf7..d8c912640e3 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -432,7 +432,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- if (ctx->FragmentProgram._Active) {
+ if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat w = span->w;
@@ -483,7 +483,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- if (ctx->FragmentProgram._Active) {
+ if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat w = span->w;
@@ -566,7 +566,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- if (ctx->FragmentProgram._Active) {
+ if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat w = span->w;
@@ -617,7 +617,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- if (ctx->FragmentProgram._Active) {
+ if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat w = span->w;