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  • swiftshader
  • src
  • Shader
  • PixelPipeline.cpp
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  • Nicolas Capens's avatar
    Fix clamping depth output to [0, 1] range. · 7bc079c2
    Nicolas Capens authored Jan 02, 2018
    OpenGL ES 3.0 specifies that "For fixed-point depth buffers, the final
    fragment depth written by a fragment shader is first clamped to [0, 1]
    and then converted to fixed-point as if it were a window z value (see
    section 2.13.1). For floating-point depth buffers, conversion is not
    performed but clamping is."
    
    Change-Id: Ic7f22f7e47106aaa86c4916fbbbe23ad9c52e186
    Reviewed-on: https://swiftshader-review.googlesource.com/15628Tested-by: 's avatarNicolas Capens <nicolascapens@google.com>
    Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com>
    Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com>
    7bc079c2
PixelPipeline.cpp 64.1 KB
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