mesa/st: Add depth clamping to rasterizer code

implemented by Erik Faye-Lund <erik.faye-lund@collabora.com>

v2: Use current depth range values for clamping (Erik)
v3: fix scons-win64 build

Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Gert Wollny 2019-07-25 10:38:24 +02:00 committed by Gert Wollny
parent 57361d89fa
commit d004fcc04a
2 changed files with 39 additions and 6 deletions

View file

@ -295,8 +295,10 @@ st_update_rasterizer(struct st_context *st)
}
/* _NEW_TRANSFORM */
raster->depth_clip_near = !ctx->Transform.DepthClampNear;
raster->depth_clip_far = !ctx->Transform.DepthClampFar;
raster->depth_clip_near = st->clamp_frag_depth_in_shader ||
!ctx->Transform.DepthClampNear;
raster->depth_clip_far = st->clamp_frag_depth_in_shader ||
!ctx->Transform.DepthClampFar;
raster->clip_plane_enable = ctx->Transform.ClipPlanesEnabled;
raster->clip_halfz = (ctx->Transform.ClipDepthMode == GL_ZERO_TO_ONE);

View file

@ -787,8 +787,10 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
ctx->Color._ClampFragmentColor;
rasterizer.half_pixel_center = 1;
rasterizer.bottom_edge_rule = 1;
rasterizer.depth_clip_near = !ctx->Transform.DepthClampNear;
rasterizer.depth_clip_far = !ctx->Transform.DepthClampFar;
rasterizer.depth_clip_near = st->clamp_frag_depth_in_shader ||
!ctx->Transform.DepthClampNear;
rasterizer.depth_clip_far = st->clamp_frag_depth_in_shader ||
!ctx->Transform.DepthClampFar;
rasterizer.scissor = ctx->Scissor.EnableFlags;
cso_set_rasterizer(cso, &rasterizer);
}
@ -1260,6 +1262,34 @@ setup_sampler_swizzle(struct pipe_sampler_view *sv, GLenum format, GLenum type)
}
/**
* Compute the effective raster z position. This performs depth-clamping
* if needed.
*/
static float
get_effective_raster_z(struct gl_context *ctx)
{
float z = ctx->Current.RasterPos[2];
if (st_context(ctx)->clamp_frag_depth_in_shader) {
GLfloat depth_near;
GLfloat depth_far;
if (ctx->ViewportArray[0].Near < ctx->ViewportArray[0].Far) {
depth_near = ctx->ViewportArray[0].Near;
depth_far = ctx->ViewportArray[0].Far;
} else {
depth_near = ctx->ViewportArray[0].Far;
depth_far = ctx->ViewportArray[0].Near;
}
if (ctx->Transform.DepthClampNear)
z = MAX2(z, depth_near);
if (ctx->Transform.DepthClampFar)
z = MIN2(z, depth_far);
}
return z;
}
/**
* Called via ctx->Driver.DrawPixels()
*/
@ -1376,7 +1406,7 @@ st_DrawPixels(struct gl_context *ctx, GLint x, GLint y,
num_sampler_view++;
}
draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
draw_textured_quad(ctx, x, y, get_effective_raster_z(ctx),
width, height,
ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
sv,
@ -1851,7 +1881,8 @@ st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy,
/* OK, the texture 'pt' contains the src image/pixels. Now draw a
* textured quad with that texture.
*/
draw_textured_quad(ctx, dstx, dsty, ctx->Current.RasterPos[2],
draw_textured_quad(ctx, dstx, dsty, get_effective_raster_z(ctx),
width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
sv,
num_sampler_view,