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().
This commit is contained in:
Brian 2007-04-19 11:21:14 -06:00
parent 5ca8d4ccf2
commit 8e6207396c

View file

@ -776,6 +776,9 @@ interpolate_wpos(GLcontext *ctx, SWspan *span)
{
GLfloat (*wpos)[4] = span->array->attribs[FRAG_ATTRIB_WPOS];
GLuint i;
const GLfloat zScale = 1.0 / ctx->DrawBuffer->_DepthMaxF;
GLfloat w, dw;
if (span->arrayMask & SPAN_XY) {
for (i = 0; i < span->end; i++) {
wpos[i][0] = (GLfloat) span->array->x[i];
@ -788,10 +791,13 @@ interpolate_wpos(GLcontext *ctx, SWspan *span)
wpos[i][1] = (GLfloat) span->y;
}
}
w = span->attrStart[FRAG_ATTRIB_WPOS][3];
dw = span->attrStepX[FRAG_ATTRIB_WPOS][3];
for (i = 0; i < span->end; i++) {
wpos[i][2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF;
wpos[i][3] = span->attrStart[FRAG_ATTRIB_WPOS][3]
+ i * span->attrStepX[FRAG_ATTRIB_WPOS][3];
wpos[i][2] = (GLfloat) span->array->z[i] * zScale;
wpos[i][3] = w;
w += dw;
}
}
@ -1401,7 +1407,10 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
ASSERT((span->interpMask & span->arrayMask) == 0);
ASSERT((span->interpMask & SPAN_RGBA) ^ (span->arrayMask & SPAN_RGBA));
/* check for conditions that prevent deferred shading */
/* check for conditions that prevent deferred shading (doing shading
* after stencil/ztest).
* XXX move this code into state validation.
*/
if (ctx->Color.AlphaEnabled) {
/* alpha test depends on post-texture/shader colors */
deferredTexture = GL_FALSE;
@ -1413,6 +1422,10 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
/* Z comes from fragment program/shader */
deferredTexture = GL_FALSE;
}
else if (ctx->Query.CurrentOcclusionObject) {
/* occlusion query depends on shader discard/kill results */
deferredTexture = GL_FALSE;
}
else {
deferredTexture = GL_TRUE;
}