For deferredTexture, need to check if the fragment program/shader writes

the fragment Z.
This commit is contained in:
Brian Paul 2006-10-21 22:43:15 +00:00
parent 828d15a6e0
commit bb19e64d12

View file

@ -1402,9 +1402,12 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
|| ctx->ShaderObjects._FragmentShaderPresent
|| ctx->ATIFragmentShader._Enabled;
const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledUnits;
const GLboolean deferredTexture
= shaderOrTexture && !ctx->Color.AlphaEnabled;
GLboolean deferredTexture;
/*
printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__,
span->interpMask, span->arrayMask);
*/
ASSERT(span->primitive == GL_POINT ||
span->primitive == GL_LINE ||
@ -1414,11 +1417,33 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
ASSERT((span->interpMask & span->arrayMask) == 0);
ASSERT((span->interpMask & SPAN_RGBA) ^ (span->arrayMask & SPAN_RGBA));
/*
printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__,
span->interpMask, span->arrayMask);
*/
/* check for conditions that prevent deferred shading */
if (ctx->Color.AlphaEnabled) {
/* alpha test depends on post-texture/shader colors */
deferredTexture = GL_FALSE;
}
else if (shaderOrTexture) {
if (ctx->FragmentProgram._Enabled &&
(ctx->FragmentProgram.Current->Base.OutputsWritten
& (1 << FRAG_RESULT_DEPR))) {
/* Z comes from fragment program */
deferredTexture = GL_FALSE;
}
else if (ctx->ShaderObjects._FragmentShaderPresent) {
/* XXX how do we test if Z is written by shader? */
deferredTexture = GL_FALSE; /* never defer to be safe */
}
else {
/* ATI frag shader or conventional texturing */
deferredTexture = GL_TRUE;
}
}
else {
/* no texturing or shadering */
deferredTexture = GL_FALSE;
}
/* Fragment write masks */
if (span->arrayMask & SPAN_MASK) {
/* mask was initialized by caller, probably glBitmap */
span->writeAll = GL_FALSE;