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authorEric Anholt <[email protected]>2009-07-14 14:30:12 -0700
committerEric Anholt <[email protected]>2009-07-14 15:14:52 -0700
commitb677c40abbed358984491b8ad3fcecf4742b2823 (patch)
tree180033820fc8f5f86cce50a92d0184bf240e94a9 /src
parente5f63c403b767f9974e8eb5d412c012b8a69287f (diff)
intel: Set DepthRange in the metaops using RasterPos[2].
RasterPos[2] is already sent through the window transform, which includes DepthRange handling. So make DepthRange for the metaops a noop. Fixes a failure in oglconform depthrange.c
Diffstat (limited to 'src')
-rw-r--r--src/mesa/drivers/dri/intel/intel_pixel_bitmap.c4
-rw-r--r--src/mesa/drivers/dri/intel/intel_pixel_draw.c6
2 files changed, 9 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c b/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
index 0e8ec92f0cb..ebba6aafad5 100644
--- a/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
+++ b/src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
@@ -42,6 +42,7 @@
#include "main/varray.h"
#include "main/attrib.h"
#include "main/enable.h"
+#include "main/viewport.h"
#include "shader/arbprogram.h"
#include "glapi/dispatch.h"
#include "swrast/swrast.h"
@@ -484,6 +485,9 @@ intel_texture_bitmap(GLcontext * ctx,
/* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
+ /* RasterPos[2] already takes into account the DepthRange mapping. */
+ _mesa_DepthRange(0.0, 1.0);
+
vertices[0][0] = dst_x;
vertices[0][1] = dst_y;
vertices[0][2] = dst_z;
diff --git a/src/mesa/drivers/dri/intel/intel_pixel_draw.c b/src/mesa/drivers/dri/intel/intel_pixel_draw.c
index ddcc661e00c..dfc9e1539fc 100644
--- a/src/mesa/drivers/dri/intel/intel_pixel_draw.c
+++ b/src/mesa/drivers/dri/intel/intel_pixel_draw.c
@@ -45,6 +45,7 @@
#include "main/depth.h"
#include "main/hash.h"
#include "main/blend.h"
+#include "main/viewport.h"
#include "glapi/dispatch.h"
#include "swrast/swrast.h"
@@ -128,7 +129,7 @@ intel_texture_drawpixels(GLcontext * ctx,
}
_mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
- GL_CURRENT_BIT);
+ GL_CURRENT_BIT | GL_VIEWPORT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
/* XXX: pixel store stuff */
@@ -154,6 +155,9 @@ intel_texture_drawpixels(GLcontext * ctx,
/* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
+ /* RasterPos[2] already takes into account the DepthRange mapping. */
+ _mesa_DepthRange(0.0, 1.0);
+
/* Create the vertex buffer based on the current raster pos. The x and y
* we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
* We also apply the depth. However, the W component is already multiplied