diff options
author | Roland Scheidegger <[email protected]> | 2013-08-07 20:51:52 +0200 |
---|---|---|
committer | Roland Scheidegger <[email protected]> | 2013-08-08 18:55:58 +0200 |
commit | 6ce54a81b2de723b71bd684b05b82989b94fb119 (patch) | |
tree | 5ffbac4426e71bbfbd34978db9be264eeb948e0d /src | |
parent | aa84f1ad5537f5b0232eb681147cb3a3882323b8 (diff) |
gallivm: honor d3d10 floating point rules for shadow comparisons
d3d10 specifies ordered comparisons for everything but not_equal which is
unordered (http://msdn.microsoft.com/en-us/library/windows/desktop/cc308050.aspx).
OpenGL probably doesn't care.
Reviewed-by: Zack Rusin <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c | 20 |
1 files changed, 17 insertions, 3 deletions
diff --git a/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c b/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c index 337b6f73fd1..4305c49c482 100644 --- a/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c +++ b/src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c @@ -1484,12 +1484,26 @@ lp_build_sample_compare(struct lp_build_sample_context *bld, * 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]); + /* + * honor d3d10 floating point rules here, which state that comparisons + * are ordered except NOT_EQUAL which is unordered. + */ + if (bld->static_sampler_state->compare_func != PIPE_FUNC_NOTEQUAL) { + res = lp_build_cmp_ordered(texel_bld, bld->static_sampler_state->compare_func, + p, texel[chan]); + } + else { + res = lp_build_cmp(texel_bld, bld->static_sampler_state->compare_func, + p, texel[chan]); + } res = lp_build_select(texel_bld, res, texel_bld->one, texel_bld->zero); - /* XXX returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE */ + /* + * returning result for default GL_DEPTH_TEXTURE_MODE = GL_LUMINANCE. + * This should be ok because sampler swizzle is applied on top of it. + */ texel[0] = texel[1] = texel[2] = res; |