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.
This commit is contained in:
Kenneth Graunke 2011-03-26 22:04:23 -07:00
parent 62d5f7a04a
commit 0c8beb0ab5

View file

@ -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);