Fix 3D blit's z-clamp Z was compared against height instead of depth. Bug: angleproject:419755713 Change-Id: Ie17a1672e8f3006ec72c1eee9a315832c8d1976a Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/75548 Kokoro-Result: kokoro <noreply+kokoro@google.com> Tested-by: Geoff Lang <geofflang@google.com> Commit-Queue: Geoff Lang <geofflang@google.com> Reviewed-by: Geoff Lang <geofflang@google.com>
diff --git a/src/Device/Blitter.cpp b/src/Device/Blitter.cpp index c42448d..76addb3 100644 --- a/src/Device/Blitter.cpp +++ b/src/Device/Blitter.cpp
@@ -1573,7 +1573,7 @@ if(state.filter3D) { Int Z1 = Z0 + 1; - Z1 = IfThenElse(Z1 >= sHeight, Z0, Z1); + Z1 = IfThenElse(Z1 >= sDepth, Z0, Z1); Pointer<Byte> s000 = source + ComputeOffset(X0, Y0, Z0, sSliceB, sPitchB, srcBytes); Pointer<Byte> s010 = source + ComputeOffset(X1, Y0, Z0, sSliceB, sPitchB, srcBytes);