Previously, vrend_shader insterted a scale & bias to emulate glDepthRange in all vertex shaders. This approach will fail to match the gl spec in some situations. glDepthRange() is also called, causing the transformation to be applied twice. The winsys_adjust uniform is now a scalar to implement the y-flip only. This bug was discovered and tested using the dEQP-GLES2.functional.depth_range test suite. This test now passes all but one case, which appears to be a separate issue. Signed-off-by: Joe M. Kniss <djmk@google.com> [airlied: fixes some piglit tests as well - no regressions] Signed-off-by: Dave Airlie <airlied@redhat.com>macos/master
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