Fix depth clamping during 'very' early depth test.
We perform depth testing before computing scanline invariants, as an
optimization. But it was not taking into account that the
fixed-function depth value may require clamping due to the depth bias.
Bug swiftshader:82
Change-Id: I6f8953f9d060c73b5fe209b8cbad70e7cb7588b4
Reviewed-on: https://swiftshader-review.googlesource.com/13088
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Renderer/QuadRasterizer.cpp b/src/Renderer/QuadRasterizer.cpp
index 2855e16..795e1ee 100644
--- a/src/Renderer/QuadRasterizer.cpp
+++ b/src/Renderer/QuadRasterizer.cpp
@@ -180,7 +180,7 @@
For(Int x = x0, x < x1, x += 2)
{
- Float4 z = interpolate(xxxx, Dz[0], z, primitive + OFFSET(Primitive,z), false, false);
+ Float4 z = interpolate(xxxx, Dz[0], z, primitive + OFFSET(Primitive,z), false, false, state.depthClamp);
Float4 zValue;
@@ -316,7 +316,7 @@
Until(y >= yMax)
}
- Float4 QuadRasterizer::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective)
+ Float4 QuadRasterizer::interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective, bool clamp)
{
Float4 interpolant = D;
@@ -330,6 +330,11 @@
}
}
+ if(clamp)
+ {
+ interpolant = Min(Max(interpolant, Float4(0.0f)), Float4(1.0f));
+ }
+
return interpolant;
}
diff --git a/src/Renderer/QuadRasterizer.hpp b/src/Renderer/QuadRasterizer.hpp
index 5616112..4dfe527 100644
--- a/src/Renderer/QuadRasterizer.hpp
+++ b/src/Renderer/QuadRasterizer.hpp
@@ -49,7 +49,7 @@
bool interpolateZ() const;
bool interpolateW() const;
- Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective);
+ Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool perspective, bool clamp);
const PixelProcessor::State &state;
const PixelShader *const shader;
diff --git a/src/Shader/PixelRoutine.cpp b/src/Shader/PixelRoutine.cpp
index 90e2073..e681fb4 100644
--- a/src/Shader/PixelRoutine.cpp
+++ b/src/Shader/PixelRoutine.cpp
@@ -94,12 +94,7 @@
x -= *Pointer<Float4>(constants + OFFSET(Constants,X) + q * sizeof(float4));
}
- z[q] = interpolate(x, Dz[q], z[q], primitive + OFFSET(Primitive,z), false, false);
-
- if(state.depthClamp)
- {
- z[q] = Min(Max(z[q], Float4(0.0f)), Float4(1.0f));
- }
+ z[q] = interpolate(x, Dz[q], z[q], primitive + OFFSET(Primitive,z), false, false, state.depthClamp);
}
}
@@ -146,7 +141,7 @@
if(interpolateW())
{
- w = interpolate(xxxx, Dw, rhw, primitive + OFFSET(Primitive,w), false, false);
+ w = interpolate(xxxx, Dw, rhw, primitive + OFFSET(Primitive,w), false, false, false);
rhw = reciprocal(w, false, false, true);
if(state.centroid)
@@ -163,7 +158,7 @@
{
if(!state.interpolant[interpolant].centroid)
{
- v[interpolant][component] = interpolate(xxxx, Dv[interpolant][component], rhw, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective);
+ v[interpolant][component] = interpolate(xxxx, Dv[interpolant][component], rhw, primitive + OFFSET(Primitive, V[interpolant][component]), (state.interpolant[interpolant].flat & (1 << component)) != 0, state.perspective, false);
}
else
{
@@ -198,7 +193,7 @@
if(state.fog.component)
{
- f = interpolate(xxxx, Df, rhw, primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective);
+ f = interpolate(xxxx, Df, rhw, primitive + OFFSET(Primitive,f), state.fog.flat & 0x01, state.perspective, false);
}
setBuiltins(x, y, z, w);