llvmpipe: Fix sprite coord perspective interpolation of Q.

Q coordinate's coefficients also need to be multiplied by w, otherwise
it will have 1/w, causing problems with TXP.
This commit is contained in:
José Fonseca 2010-10-06 09:40:51 +01:00
parent e74955eba3
commit 06472ad7e8
1 changed files with 3 additions and 9 deletions

View File

@ -105,6 +105,8 @@ texcoord_coef(struct lp_setup_context *setup,
unsigned sprite_coord_origin,
boolean perspective)
{
float w0 = info->v0[0][3];
assert(i < 4);
if (i == 0) {
@ -118,13 +120,6 @@ texcoord_coef(struct lp_setup_context *setup,
point->inputs.a0[slot][0] = 0.5 - (dadx * x0 + dady * y0);
if (perspective) {
/* Divide coefficients by vertex.w here.
*
* It would be clearer to always multiply by w0 above and
* then divide it out for perspective projection here, but
* doing it this way involves less algebra.
*/
float w0 = info->v0[0][3];
point->inputs.dadx[slot][0] *= w0;
point->inputs.dady[slot][0] *= w0;
point->inputs.a0[slot][0] *= w0;
@ -145,7 +140,6 @@ texcoord_coef(struct lp_setup_context *setup,
point->inputs.a0[slot][1] = 0.5 - (dadx * x0 + dady * y0);
if (perspective) {
float w0 = info->v0[0][3];
point->inputs.dadx[slot][1] *= w0;
point->inputs.dady[slot][1] *= w0;
point->inputs.a0[slot][1] *= w0;
@ -157,7 +151,7 @@ texcoord_coef(struct lp_setup_context *setup,
point->inputs.dady[slot][2] = 0.0f;
}
else {
point->inputs.a0[slot][3] = 1.0f;
point->inputs.a0[slot][3] = perspective ? w0 : 1.0f;
point->inputs.dadx[slot][3] = 0.0f;
point->inputs.dady[slot][3] = 0.0f;
}