From cbfe6ee5d58e7342012392a8ead7ae373625c00a Mon Sep 17 00:00:00 2001 From: Brian Date: Fri, 28 Mar 2008 15:22:34 -0600 Subject: gallium: Fix computation of Z values when not using early Z. This fixes the missing bitmaps in the engine and fogcoord demos. --- src/gallium/drivers/softpipe/sp_quad_fs.c | 21 ++++++++++++--------- 1 file changed, 12 insertions(+), 9 deletions(-) (limited to 'src/gallium') diff --git a/src/gallium/drivers/softpipe/sp_quad_fs.c b/src/gallium/drivers/softpipe/sp_quad_fs.c index c10ad80e015..a73df31383f 100644 --- a/src/gallium/drivers/softpipe/sp_quad_fs.c +++ b/src/gallium/drivers/softpipe/sp_quad_fs.c @@ -113,15 +113,18 @@ shade_quad( } } else { - /* copy input Z (which was interpolated by the executor) to output Z */ - uint i; - for (i = 0; i < 4; i++) { - quad->outputs.depth[i] = machine->Inputs[0].xyzw[2].f[i]; - /* XXX not sure the above line is always correct. The following - * might be better: - quad->outputs.depth[i] = machine->QuadPos.xyzw[2].f[i]; - */ - } + /* compute Z values now, as in the quad earlyz stage */ + /* XXX we should really only do this if the earlyz stage is not used */ + const float fx = (float) quad->x0; + const float fy = (float) quad->y0; + const float dzdx = quad->posCoef->dadx[2]; + const float dzdy = quad->posCoef->dady[2]; + const float z0 = quad->posCoef->a0[2] + dzdx * fx + dzdy * fy; + + quad->outputs.depth[0] = z0; + quad->outputs.depth[1] = z0 + dzdx; + quad->outputs.depth[2] = z0 + dzdy; + quad->outputs.depth[3] = z0 + dzdx + dzdy; } /* shader may cull fragments */ -- cgit v1.2.3