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Don't allow deferredTexture if using occlusion query and a frag shader.
Occlusion query might depend on the shader killing/discarding fragments. Helps fix depth peeling technique. Also, minor tweaks in interpolate_wpos().
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1 changed files with 17 additions and 4 deletions
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@ -776,6 +776,9 @@ interpolate_wpos(GLcontext *ctx, SWspan *span)
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{
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GLfloat (*wpos)[4] = span->array->attribs[FRAG_ATTRIB_WPOS];
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GLuint i;
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const GLfloat zScale = 1.0 / ctx->DrawBuffer->_DepthMaxF;
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GLfloat w, dw;
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if (span->arrayMask & SPAN_XY) {
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for (i = 0; i < span->end; i++) {
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wpos[i][0] = (GLfloat) span->array->x[i];
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@ -788,10 +791,13 @@ interpolate_wpos(GLcontext *ctx, SWspan *span)
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wpos[i][1] = (GLfloat) span->y;
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}
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}
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w = span->attrStart[FRAG_ATTRIB_WPOS][3];
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dw = span->attrStepX[FRAG_ATTRIB_WPOS][3];
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for (i = 0; i < span->end; i++) {
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wpos[i][2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF;
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wpos[i][3] = span->attrStart[FRAG_ATTRIB_WPOS][3]
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+ i * span->attrStepX[FRAG_ATTRIB_WPOS][3];
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wpos[i][2] = (GLfloat) span->array->z[i] * zScale;
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wpos[i][3] = w;
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w += dw;
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}
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}
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@ -1401,7 +1407,10 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
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ASSERT((span->interpMask & span->arrayMask) == 0);
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ASSERT((span->interpMask & SPAN_RGBA) ^ (span->arrayMask & SPAN_RGBA));
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/* check for conditions that prevent deferred shading */
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/* check for conditions that prevent deferred shading (doing shading
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* after stencil/ztest).
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* XXX move this code into state validation.
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*/
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if (ctx->Color.AlphaEnabled) {
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/* alpha test depends on post-texture/shader colors */
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deferredTexture = GL_FALSE;
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@ -1413,6 +1422,10 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
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/* Z comes from fragment program/shader */
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deferredTexture = GL_FALSE;
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}
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else if (ctx->Query.CurrentOcclusionObject) {
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/* occlusion query depends on shader discard/kill results */
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deferredTexture = GL_FALSE;
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}
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else {
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deferredTexture = GL_TRUE;
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}
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