1. 26 Aug, 2016 12 commits
  2. 25 Aug, 2016 5 commits
  3. 24 Aug, 2016 3 commits
  4. 23 Aug, 2016 2 commits
  5. 22 Aug, 2016 5 commits
  6. 20 Aug, 2016 2 commits
    • Roland Scheidegger's avatar
      llvmpipe: fix issues with depth clamp · 08496218
      Roland Scheidegger authored
      
      
      We only did depth clamp when the value was written from the fs.
      This is very wrong both for d3d10 and GL, and only passed the
      corresponding piglit test due to pure luck (it no longer does
      with the enhanced test).
      Also, interpolation clamped values to 1.0 always, which can legitimately
      happen if depth clip is disabled, so fix that as well (untested).
      There is one unresolved issue left, d3d10 always does depth clamping,
      whereas GL does not (but does [0,1] clamp instead for fs depth outputs)
      - this information isn't in any gallium state object, leave it as-is
      for now (though it looks like llvmpipe misses the [0,1] clamp as well).
      This (with the previous patch) fixes piglit depth-clamp-range test.
      Reviewed-by: Jose Fonseca's avatarJose Fonseca <jfonseca@vmware.com>
      08496218
    • Roland Scheidegger's avatar
      llvmpipe: fix depth clamping wrt reversed near/far values · b0a647f2
      Roland Scheidegger authored
      
      
      This wasn't handled before (the result was that no matter what value got
      clamped, it always ended up as the near value in this case) (if clamping
      actually happened).
      Fix this by using the util helper for that (the math is otherwise "mostly"
      the same, mostly because there could actually be differences due to float
      rounding, but I don't even know which one would be more correct).
      Reviewed-by: Jose Fonseca's avatarJose Fonseca <jfonseca@vmware.com>
      b0a647f2
  7. 19 Aug, 2016 10 commits
  8. 18 Aug, 2016 1 commit