diff options
author | Kenneth Graunke <[email protected]> | 2011-03-26 22:04:23 -0700 |
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committer | Kenneth Graunke <[email protected]> | 2011-03-26 22:20:11 -0700 |
commit | 0c8beb0ab5e72a9d2ecaad51db16a7d5291e120b (patch) | |
tree | 8b7efe6e30a2ff86f015592ec531f477c8c4c97c /src/mesa | |
parent | 62d5f7a04a0b3b11dc3bcf1f416f3b7646eef4f5 (diff) |
i965/fs: Fix linear gl_Color interpolation on pre-gen6 hardware.
Civilization 4's shaders make heavy use of gl_Color and don't use
perspective interpolation. This resulted in rivers, units, trees, and
so on being rendered almost entirely white. This is a regression
compared to the old fragment shader backend.
Found by inspection (comparing the old and new FS backend code).
References: https://bugs.freedesktop.org/show_bug.cgi?id=32949
NOTE: This is a candidate for the 7.10 branch.
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_fs.cpp | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp index 74596e91c35..b2336b70f0a 100644 --- a/src/mesa/drivers/dri/i965/brw_fs.cpp +++ b/src/mesa/drivers/dri/i965/brw_fs.cpp @@ -539,8 +539,10 @@ fs_visitor::emit_general_interpolation(ir_variable *ir) continue; } - if (c->key.flat_shade && (location == FRAG_ATTRIB_COL0 || - location == FRAG_ATTRIB_COL1)) { + bool is_gl_Color = + location == FRAG_ATTRIB_COL0 || location == FRAG_ATTRIB_COL1; + + if (c->key.flat_shade && is_gl_Color) { /* Constant interpolation (flat shading) case. The SF has * handed us defined values in only the constant offset * field of the setup reg. @@ -560,7 +562,7 @@ fs_visitor::emit_general_interpolation(ir_variable *ir) attr.reg_offset++; } - if (intel->gen < 6) { + if (intel->gen < 6 && !(is_gl_Color && c->key.linear_color)) { attr.reg_offset -= type->vector_elements; for (unsigned int c = 0; c < type->vector_elements; c++) { emit(BRW_OPCODE_MUL, attr, attr, this->pixel_w); |