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author | Anuj Phogat <anuj.phogat@gmail.com> | 2014-01-29 17:31:04 -0800 |
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committer | Carl Worth <cworth@cworth.org> | 2014-01-31 13:01:34 -0800 |
commit | 765e3d373b3308a411abcec78650163be5703525 (patch) | |
tree | e3535ae017dea9ad901466a44d8e25057e0d62e5 /src/gbm | |
parent | ae286af09da8a4e5b09997907e6f7a4f9ed538a5 (diff) |
i965: Use sample barycentric coordinates with per sample shading
Current implementation of arb_sample_shading doesn't set 'Barycentric
Interpolation Mode' correctly. We use pixel barycentric coordinates
for per sample shading. Instead we should select perspective sample
or non-perspective sample barycentric coordinates.
It also enables using sample barycentric coordinates in case of a
fragment shader variable declared with 'sample' qualifier.
e.g. sample in vec4 pos;
A piglit test to verify the implementation has been posted on piglit
mailing list for review.
V2: Do not interpolate all the 'in' variables at sample position
if fragment shader uses 'sample' qualifier with one of them.
For example we have a fragment shader:
#version 330
#extension ARB_gpu_shader5: require
sample in vec4 a;
in vec4 b;
main()
{
...
}
Only 'a' should be sampled at sample location, not 'b'.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
(cherry picked from commit a92e5f7cf63d496ad7830b5cea4bbab287c25b8e)
Diffstat (limited to 'src/gbm')
0 files changed, 0 insertions, 0 deletions