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fix another logic error in computing deferredTexture
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1 changed files with 9 additions and 5 deletions
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@ -1423,11 +1423,15 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
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deferredTexture = GL_FALSE;
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}
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else if (shaderOrTexture) {
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if (ctx->FragmentProgram._Enabled &&
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(ctx->FragmentProgram.Current->Base.OutputsWritten
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& (1 << FRAG_RESULT_DEPR))) {
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/* Z comes from fragment program */
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deferredTexture = GL_FALSE;
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if (ctx->FragmentProgram._Enabled) {
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if (ctx->FragmentProgram.Current->Base.OutputsWritten
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& (1 << FRAG_RESULT_DEPR)) {
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/* Z comes from fragment program */
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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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}
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else if (ctx->ShaderObjects._FragmentShaderPresent) {
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/* XXX how do we test if Z is written by shader? */
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