mesa: Mostly fix swrast's ARB_depth_clamp support.

I'd written a testcase for the hard part of the extension enablement, so
naturally the easy stuff was completely broken.  There are still issues,
as I'm seeing FLOAT_TO_UINT(max_f) == 0x0 when max_f == 1.0, but it gets
piglit depth-clamp-range closer to success.
This commit is contained in:
Eric Anholt 2009-10-28 16:35:16 -07:00
parent 6eb6a0e9cb
commit 32ec3f2673
2 changed files with 26 additions and 12 deletions

View file

@ -506,22 +506,32 @@ _swrast_depth_clamp_span( GLcontext *ctx, SWspan *span )
struct gl_renderbuffer *rb = fb->_DepthBuffer;
const GLuint count = span->end;
GLuint *zValues = span->array->z;
GLuint near, far;
GLuint min, max;
GLfloat min_f, max_f;
int i;
if (ctx->Viewport.Near < ctx->Viewport.Far) {
min_f = ctx->Viewport.Near;
max_f = ctx->Viewport.Far;
} else {
min_f = ctx->Viewport.Far;
max_f = ctx->Viewport.Near;
}
if (rb->DataType == GL_UNSIGNED_SHORT) {
near = FLOAT_TO_UINT(ctx->Viewport.Near);
far = FLOAT_TO_UINT(ctx->Viewport.Far);
CLAMPED_FLOAT_TO_USHORT(min, min_f);
CLAMPED_FLOAT_TO_USHORT(max, max_f);
} else {
assert(rb->DataType == GL_UNSIGNED_INT);
CLAMPED_FLOAT_TO_USHORT(near, ctx->Viewport.Near);
CLAMPED_FLOAT_TO_USHORT(far, ctx->Viewport.Far);
min = FLOAT_TO_UINT(min_f);
max = FLOAT_TO_UINT(max_f);
}
for (i = 0; i < count; i++) {
if (zValues[i] < near)
zValues[i] = near;
if (zValues[i] > far)
zValues[i] = far;
if (zValues[i] < min)
zValues[i] = min;
if (zValues[i] > max)
zValues[i] = max;
}
}

View file

@ -880,14 +880,14 @@ _swrast_write_index_span( GLcontext *ctx, SWspan *span)
stipple_polygon_span(ctx, span);
}
if (ctx->Transform.DepthClamp)
_swrast_depth_clamp_span(ctx, span);
/* Stencil and Z testing */
if (ctx->Stencil._Enabled || ctx->Depth.Test) {
if (!(span->arrayMask & SPAN_Z))
_swrast_span_interpolate_z(ctx, span);
if (ctx->Transform.DepthClamp)
_swrast_depth_clamp_span(ctx, span);
if (ctx->Stencil._Enabled) {
if (!_swrast_stencil_and_ztest_span(ctx, span)) {
span->arrayMask = origArrayMask;
@ -1356,6 +1356,10 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
if (ctx->Stencil._Enabled || ctx->Depth.Test) {
if (!(span->arrayMask & SPAN_Z))
_swrast_span_interpolate_z(ctx, span);
if (ctx->Transform.DepthClamp)
_swrast_depth_clamp_span(ctx, span);
if (ctx->Stencil._Enabled) {
/* Combined Z/stencil tests */
if (!_swrast_stencil_and_ztest_span(ctx, span)) {