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authorPhilip Taylor <[email protected]>2011-03-08 08:21:10 -0700
committerBrian Paul <[email protected]>2011-03-08 08:31:43 -0700
commitd9f584e663c7447e638acca2c164b16626a5271a (patch)
treef37fcf79b03b7e1c9ff4046aa2c378311e994f40 /src/mesa/swrast
parent9181a75c4dfd07a6464c80aed5c21f2af39dd63f (diff)
swrast: add coord clamping, fix comparisons for shadow testing
This fixes https://bugs.freedesktop.org/show_bug.cgi?id=31159 for swrast and piglit depth-tex-compare. NOTE: This is a candidate for the 7.10 branch. Signed-off-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/swrast')
-rw-r--r--src/mesa/swrast/s_texfilter.c57
1 files changed, 30 insertions, 27 deletions
diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c
index ecc09e095fd..4b0a4bcec18 100644
--- a/src/mesa/swrast/s_texfilter.c
+++ b/src/mesa/swrast/s_texfilter.c
@@ -2918,51 +2918,51 @@ shadow_compare4(GLenum function, GLfloat coord,
switch (function) {
case GL_LEQUAL:
- if (depth00 <= coord) luminance -= d;
- if (depth01 <= coord) luminance -= d;
- if (depth10 <= coord) luminance -= d;
- if (depth11 <= coord) luminance -= d;
- return luminance;
- case GL_GEQUAL:
- if (depth00 >= coord) luminance -= d;
- if (depth01 >= coord) luminance -= d;
- if (depth10 >= coord) luminance -= d;
- if (depth11 >= coord) luminance -= d;
- return luminance;
- case GL_LESS:
if (depth00 < coord) luminance -= d;
if (depth01 < coord) luminance -= d;
if (depth10 < coord) luminance -= d;
if (depth11 < coord) luminance -= d;
return luminance;
- case GL_GREATER:
+ case GL_GEQUAL:
if (depth00 > coord) luminance -= d;
if (depth01 > coord) luminance -= d;
if (depth10 > coord) luminance -= d;
if (depth11 > coord) luminance -= d;
return luminance;
- case GL_EQUAL:
- if (depth00 == coord) luminance -= d;
- if (depth01 == coord) luminance -= d;
- if (depth10 == coord) luminance -= d;
- if (depth11 == coord) luminance -= d;
+ case GL_LESS:
+ if (depth00 <= coord) luminance -= d;
+ if (depth01 <= coord) luminance -= d;
+ if (depth10 <= coord) luminance -= d;
+ if (depth11 <= coord) luminance -= d;
return luminance;
- case GL_NOTEQUAL:
+ case GL_GREATER:
+ if (depth00 >= coord) luminance -= d;
+ if (depth01 >= coord) luminance -= d;
+ if (depth10 >= coord) luminance -= d;
+ if (depth11 >= coord) luminance -= d;
+ return luminance;
+ case GL_EQUAL:
if (depth00 != coord) luminance -= d;
if (depth01 != coord) luminance -= d;
if (depth10 != coord) luminance -= d;
if (depth11 != coord) luminance -= d;
return luminance;
+ case GL_NOTEQUAL:
+ if (depth00 == coord) luminance -= d;
+ if (depth01 == coord) luminance -= d;
+ if (depth10 == coord) luminance -= d;
+ if (depth11 == coord) luminance -= d;
+ return luminance;
case GL_ALWAYS:
- return 0.0;
+ return 1.0F;
case GL_NEVER:
return ambient;
case GL_NONE:
/* ordinary bilinear filtering */
return lerp_2d(wi, wj, depth00, depth10, depth01, depth11);
default:
- _mesa_problem(NULL, "Bad compare func in sample_depth_texture");
- return 0.0F;
+ _mesa_problem(NULL, "Bad compare func in sample_compare4");
+ return ambient;
}
}
@@ -3030,7 +3030,7 @@ sample_depth_texture( struct gl_context *ctx,
if (tObj->MagFilter == GL_NEAREST) {
GLuint i;
for (i = 0; i < n; i++) {
- GLfloat depthSample;
+ GLfloat depthSample, depthRef;
GLint col, row, slice;
nearest_texcoord(tObj, level, texcoords[i], &col, &row, &slice);
@@ -3043,8 +3043,9 @@ sample_depth_texture( struct gl_context *ctx,
depthSample = tObj->BorderColor.f[0];
}
- result = shadow_compare(function, texcoords[i][compare_coord],
- depthSample, ambient);
+ depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F);
+
+ result = shadow_compare(function, depthRef, depthSample, ambient);
switch (tObj->DepthMode) {
case GL_LUMINANCE:
@@ -3068,7 +3069,7 @@ sample_depth_texture( struct gl_context *ctx,
GLuint i;
ASSERT(tObj->MagFilter == GL_LINEAR);
for (i = 0; i < n; i++) {
- GLfloat depth00, depth01, depth10, depth11;
+ GLfloat depth00, depth01, depth10, depth11, depthRef;
GLint i0, i1, j0, j1;
GLint slice;
GLfloat wi, wj;
@@ -3134,7 +3135,9 @@ sample_depth_texture( struct gl_context *ctx,
}
}
- result = shadow_compare4(function, texcoords[i][compare_coord],
+ depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F);
+
+ result = shadow_compare4(function, depthRef,
depth00, depth01, depth10, depth11,
ambient, wi, wj);