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authorRoland Scheidegger <[email protected]>2013-08-07 20:25:38 +0200
committerRoland Scheidegger <[email protected]>2013-08-08 18:55:57 +0200
commite1590b9690cfc5c3f304b5339621129226a20f36 (patch)
treec3befa5102b507a7e9fcdaca54808648bbbe47ab /src
parenteac57bc223dd2bf9d988b9f1ee0e126a27c98bf8 (diff)
gallivm: don't clamp reference value for shadow comparison for float formats
This is wrong both for OpenGL and d3d. (In fact clamping is a side effect of converting to depth format, so this should really do quantization too at least in d3d10 for the comparisons to be truly correct.) Reviewed-by: Zack Rusin <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c21
1 files changed, 17 insertions, 4 deletions
diff --git a/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c b/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c
index 6780d3e53c4..337b6f73fd1 100644
--- a/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c
+++ b/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c
@@ -1445,6 +1445,8 @@ lp_build_sample_compare(struct lp_build_sample_context *bld,
LLVMBuilderRef builder = bld->gallivm->builder;
LLVMValueRef res, p;
const unsigned chan = 0;
+ unsigned chan_type;
+ const struct util_format_description *format_desc;
if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE)
return;
@@ -1466,11 +1468,22 @@ lp_build_sample_compare(struct lp_build_sample_context *bld,
coord, tex);
}
- /* Clamp p coords to [0,1] */
- p = lp_build_clamp(&bld->coord_bld, p,
- bld->coord_bld.zero,
- bld->coord_bld.one);
+ /* Clamp p coords to [0,1] for fixed function depth texture format */
+ format_desc = util_format_description(bld->static_texture_state->format);
+ /* not entirely sure we couldn't end up with non-valid swizzle here */
+ chan_type = format_desc->swizzle[0] <= UTIL_FORMAT_SWIZZLE_W ?
+ format_desc->channel[format_desc->swizzle[0]].type :
+ UTIL_FORMAT_TYPE_FLOAT;
+ if (chan_type != UTIL_FORMAT_TYPE_FLOAT) {
+ p = lp_build_clamp(&bld->coord_bld, p,
+ bld->coord_bld.zero, bld->coord_bld.one);
+ }
+ /*
+ * technically this is not entirely correct for unorm depth as the ref value
+ * should be converted to the depth format (quantization!) and comparison
+ * then done in texture format.
+ */
/* result = (p FUNC texel) ? 1 : 0 */
res = lp_build_cmp(texel_bld, bld->static_sampler_state->compare_func,
p, texel[chan]);