gallivm: don't clamp reference value for shadow comparison for float formats

This is wrong both for OpenGL and d3d. (In fact clamping is a side effect
of converting to depth format, so this should really do quantization too
at least in d3d10 for the comparisons to be truly correct.)

Reviewed-by: Zack Rusin <zackr@vmware.com>
This commit is contained in:
Roland Scheidegger 2013-08-07 20:25:38 +02:00
parent eac57bc223
commit e1590b9690

View file

@ -1445,6 +1445,8 @@ lp_build_sample_compare(struct lp_build_sample_context *bld,
LLVMBuilderRef builder = bld->gallivm->builder;
LLVMValueRef res, p;
const unsigned chan = 0;
unsigned chan_type;
const struct util_format_description *format_desc;
if (bld->static_sampler_state->compare_mode == PIPE_TEX_COMPARE_NONE)
return;
@ -1466,11 +1468,22 @@ lp_build_sample_compare(struct lp_build_sample_context *bld,
coord, tex);
}
/* Clamp p coords to [0,1] */
p = lp_build_clamp(&bld->coord_bld, p,
bld->coord_bld.zero,
bld->coord_bld.one);
/* Clamp p coords to [0,1] for fixed function depth texture format */
format_desc = util_format_description(bld->static_texture_state->format);
/* not entirely sure we couldn't end up with non-valid swizzle here */
chan_type = format_desc->swizzle[0] <= UTIL_FORMAT_SWIZZLE_W ?
format_desc->channel[format_desc->swizzle[0]].type :
UTIL_FORMAT_TYPE_FLOAT;
if (chan_type != UTIL_FORMAT_TYPE_FLOAT) {
p = lp_build_clamp(&bld->coord_bld, p,
bld->coord_bld.zero, bld->coord_bld.one);
}
/*
* technically this is not entirely correct for unorm depth as the ref value
* should be converted to the depth format (quantization!) and comparison
* then done in texture format.
*/
/* result = (p FUNC texel) ? 1 : 0 */
res = lp_build_cmp(texel_bld, bld->static_sampler_state->compare_func,
p, texel[chan]);