mesa: Branch 'master' - 2 commits
Brian Paul
brianp at kemper.freedesktop.org
Thu Apr 19 17:23:53 UTC 2007
src/mesa/main/image.c | 31 +++++++++++++++++++++++++++++++
src/mesa/swrast/s_span.c | 21 +++++++++++++++++----
2 files changed, 48 insertions(+), 4 deletions(-)
New commits:
diff-tree 6bde08815fae2a5ba95e0446d8c73040d1f321bc (from 8e6207396c6314d07614c80670f4e3196e3a8551)
Author: Brian <brian at yutani.localnet.net>
Date: Thu Apr 19 11:23:26 2007 -0600
In _mesa_unpack_depth_span() look for special cases of GLuint->GLushort and GLushort->GLuint conversion.
This improves performance and avoids int/float/int conversion problems that
can introduce errors during glCopyTexImage(). Another fix for the depth peeling
algorithm.
diff --git a/src/mesa/main/image.c b/src/mesa/main/image.c
index 394a7c6..dcd7f10 100644
--- a/src/mesa/main/image.c
+++ b/src/mesa/main/image.c
@@ -3893,6 +3893,36 @@ _mesa_unpack_depth_span( const GLcontext
{
GLfloat depthTemp[MAX_WIDTH], *depthValues;
+ /* Look for special cases first.
+ * Not only are these faster, they're less prone to numeric conversion
+ * problems. Otherwise, converting from an int type to a float then
+ * back to an int type can introduce errors that will show up as
+ * artifacts in things like depth peeling which uses glCopyTexImage.
+ */
+ if (ctx->Pixel.DepthScale == 1.0 && ctx->Pixel.DepthBias == 0.0) {
+ if (srcType == GL_UNSIGNED_INT && dstType == GL_UNSIGNED_SHORT) {
+ const GLuint *src = (const GLuint *) source;
+ GLushort *dst = (GLushort *) dest;
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ dst[i] = src[i] >> 16;
+ }
+ return;
+ }
+ if (srcType == GL_UNSIGNED_SHORT && dstType == GL_UNSIGNED_INT) {
+ const GLushort *src = (const GLushort *) source;
+ GLuint *dst = (GLuint *) dest;
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ dst[i] = src[i] | (src[i] << 16);
+ }
+ return;
+ }
+ /* XXX may want to add additional cases here someday */
+ }
+
+ /* general case path */
+
if (dstType == GL_FLOAT) {
depthValues = (GLfloat *) dest;
}
@@ -3903,6 +3933,7 @@ _mesa_unpack_depth_span( const GLcontext
/* XXX we need to obey srcPacking->SwapBytes here!!! */
(void) srcPacking;
+ /* convert incoming values to GLfloat */
switch (srcType) {
case GL_BYTE:
DEPTH_VALUES(GLbyte, BYTE_TO_FLOAT);
diff-tree 8e6207396c6314d07614c80670f4e3196e3a8551 (from 5ca8d4ccf24af1c174ff791f15cf9f19defd9b7e)
Author: Brian <brian at yutani.localnet.net>
Date: Thu Apr 19 11:21:14 2007 -0600
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().
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index c6efea3..f3b7998 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -776,6 +776,9 @@ interpolate_wpos(GLcontext *ctx, SWspan
{
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
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,
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,
/* 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;
}
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