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; }