st/mesa: fix glDrawPixels(GL_DEPTH_COMPONENT) regression

Commit 1454f20a99 caused the regression.
When the vertex shader emitted both a texcoord and color we were grabbing
the wrong vertex attributes.  Fix the draw_quad() code to put texcoords
in slot[1] and color in slot[2].  That's a bit cleaner than changing
the vertex shader code.

Tested with progs/tests/zreaddraw.c
This commit is contained in:
Brian Paul 2010-04-08 13:05:35 -06:00
parent 8ac7d7fa05
commit bab6c0a035
1 changed files with 20 additions and 21 deletions

View File

@ -250,13 +250,13 @@ make_passthrough_vertex_shader(struct st_context *st,
ureg_DECL_output( ureg, TGSI_SEMANTIC_POSITION, 0 ),
ureg_DECL_vs_input( ureg, 0 ));
/* MOV result.texcoord0, vertex.texcoord0; */
/* MOV result.texcoord0, vertex.attr[1]; */
ureg_MOV(ureg,
ureg_DECL_output( ureg, TGSI_SEMANTIC_GENERIC, 0 ),
ureg_DECL_vs_input( ureg, 1 ));
if (passColor) {
/* MOV result.color0, vertex.color0; */
/* MOV result.color0, vertex.attr[2]; */
ureg_MOV(ureg,
ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, 0 ),
ureg_DECL_vs_input( ureg, 2 ));
@ -430,7 +430,7 @@ draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z,
const GLfloat sLeft = 0.0f, sRight = maxXcoord;
const GLfloat tTop = invertTex ? maxYcoord : 0.0f;
const GLfloat tBot = invertTex ? 0.0f : maxYcoord;
GLuint tex, i;
GLuint i;
/* upper-left */
verts[0][0][0] = clip_x0; /* v[0].attr[0].x */
@ -448,32 +448,31 @@ draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z,
verts[3][0][0] = clip_x0;
verts[3][0][1] = clip_y1;
tex = color ? 2 : 1;
verts[0][tex][0] = sLeft; /* v[0].attr[tex].s */
verts[0][tex][1] = tTop; /* v[0].attr[tex].t */
verts[1][tex][0] = sRight;
verts[1][tex][1] = tTop;
verts[2][tex][0] = sRight;
verts[2][tex][1] = tBot;
verts[3][tex][0] = sLeft;
verts[3][tex][1] = tBot;
verts[0][1][0] = sLeft; /* v[0].attr[1].S */
verts[0][1][1] = tTop; /* v[0].attr[1].T */
verts[1][1][0] = sRight;
verts[1][1][1] = tTop;
verts[2][1][0] = sRight;
verts[2][1][1] = tBot;
verts[3][1][0] = sLeft;
verts[3][1][1] = tBot;
/* same for all verts: */
if (color) {
for (i = 0; i < 4; i++) {
verts[i][0][2] = z; /*Z*/
verts[i][0][3] = 1.0f; /*W*/
verts[i][1][0] = color[0];
verts[i][1][1] = color[1];
verts[i][1][2] = color[2];
verts[i][1][3] = color[3];
verts[i][2][2] = 0.0f; /*R*/
verts[i][2][3] = 1.0f; /*Q*/
verts[i][0][2] = z; /* v[i].attr[0].z */
verts[i][0][3] = 1.0f; /* v[i].attr[0].w */
verts[i][2][0] = color[0]; /* v[i].attr[2].r */
verts[i][2][1] = color[1]; /* v[i].attr[2].g */
verts[i][2][2] = color[2]; /* v[i].attr[2].b */
verts[i][2][3] = color[3]; /* v[i].attr[2].a */
verts[i][1][2] = 0.0f; /* v[i].attr[1].R */
verts[i][1][3] = 1.0f; /* v[i].attr[1].Q */
}
}
else {
for (i = 0; i < 4; i++) {
verts[i][0][2] = z; /*Z*/
verts[i][0][2] = z; /*Z*/
verts[i][0][3] = 1.0f; /*W*/
verts[i][1][2] = 0.0f; /*R*/
verts[i][1][3] = 1.0f; /*Q*/