Commit 3aa46cbd by Nicolas Capens

Use the last triangle vertex for flat shading on OpenGL.

Bug 21559270 Change-Id: I4c2b5eb7076cc459422fbbb397a684c19bd643c2 Reviewed-on: https://swiftshader-review.googlesource.com/3372Reviewed-by: 's avatarNicolas Capens <capn@google.com> Tested-by: 's avatarNicolas Capens <capn@google.com>
parent 101e4f0a
......@@ -29,7 +29,7 @@ namespace gl
{
using namespace sw;
Device::Device(Context *context) : Renderer(context, true, true, true, true, true), context(context)
Device::Device(Context *context) : Renderer(context, OpenGL, true), context(context)
{
depthStencil = 0;
renderTarget = 0;
......
......@@ -29,7 +29,7 @@ namespace es1
{
using namespace sw;
Device::Device(Context *context) : Renderer(context, true, true, true, true, true), context(context)
Device::Device(Context *context) : Renderer(context, OpenGL, true), context(context)
{
depthStencil = 0;
renderTarget = 0;
......
......@@ -29,7 +29,7 @@ namespace es2
{
using namespace sw;
Device::Device(Context *context) : Renderer(context, true, true, true, true, true), context(context)
Device::Device(Context *context) : Renderer(context, OpenGL, true), context(context)
{
depthStencil = 0;
renderTarget = 0;
......
......@@ -29,7 +29,7 @@ namespace es2
{
using namespace sw;
Device::Device(Context *context) : Renderer(context, true, true, true, true, true), context(context)
Device::Device(Context *context) : Renderer(context, OpenGL, true), context(context)
{
depthStencil = 0;
renderTarget = 0;
......
......@@ -30,6 +30,7 @@ namespace sw
bool symmetricNormalizedDepth = false; // [-1, 1] instead of [0, 1]
bool booleanFaceRegister = false;
bool fullPixelPositionRegister = false;
bool leadingVertexFirst = false; // Flat shading uses first vertex, else last
bool forceWindowed = false;
bool quadLayoutEnabled = false;
......
......@@ -50,6 +50,7 @@ namespace sw
extern bool complementaryDepthBuffer;
extern bool postBlendSRGB;
extern bool exactColorRounding;
extern bool leadingVertexFirst;
extern TransparencyAntialiasing transparencyAntialiasing;
extern bool forceClearRegisters;
......@@ -99,12 +100,13 @@ namespace sw
deallocate(data);
}
Renderer::Renderer(Context *context, bool halfIntegerCoordinates, bool symmetricNormalizedDepth, bool booleanFaceRegister, bool fullPixelPositionRegister, bool exactColorRounding) : context(context), VertexProcessor(context), PixelProcessor(context), SetupProcessor(context), viewport()
Renderer::Renderer(Context *context, Conventions conventions, bool exactColorRounding) : context(context), VertexProcessor(context), PixelProcessor(context), SetupProcessor(context), viewport()
{
sw::halfIntegerCoordinates = halfIntegerCoordinates;
sw::symmetricNormalizedDepth = symmetricNormalizedDepth;
sw::booleanFaceRegister = booleanFaceRegister;
sw::fullPixelPositionRegister = fullPixelPositionRegister;
sw::halfIntegerCoordinates = conventions.halfIntegerCoordinates;
sw::symmetricNormalizedDepth = conventions.symmetricNormalizedDepth;
sw::booleanFaceRegister = conventions.booleanFaceRegister;
sw::fullPixelPositionRegister = conventions.fullPixelPositionRegister;
sw::leadingVertexFirst = conventions.leadingVertexFirst;
sw::exactColorRounding = exactColorRounding;
setRenderTarget(0, 0);
......
......@@ -53,6 +53,24 @@ namespace sw
extern TranscendentalPrecision rsqPrecision;
extern bool perspectiveCorrection;
struct Conventions
{
bool halfIntegerCoordinates;
bool symmetricNormalizedDepth;
bool booleanFaceRegister;
bool fullPixelPositionRegister;
bool leadingVertexFirst;
};
static const Conventions OpenGL =
{
true, // halfIntegerCoordinates
true, // symmetricNormalizedDepth
true, // booleanFaceRegister
true, // fullPixelPositionRegister
false // leadingVertexFirst
};
struct Query
{
Query()
......@@ -268,7 +286,7 @@ namespace sw
};
public:
Renderer(Context *context, bool halfIntegerCoordinates, bool symmetricNormalizedDepth, bool booleanFaceRegister, bool fullPixelPositionRegister, bool exactColorRounding);
Renderer(Context *context, Conventions conventions, bool exactColorRounding);
virtual ~Renderer();
......
......@@ -21,6 +21,7 @@ namespace sw
{
extern bool complementaryDepthBuffer;
extern TranscendentalPrecision logPrecision;
extern bool leadingVertexFirst;
SetupRoutine::SetupRoutine(const SetupProcessor::State &state) : state(state)
{
......@@ -546,7 +547,8 @@ namespace sw
}
else
{
Float C = *Pointer<Float>(triangle + OFFSET(Triangle,v0) + attribute);
int leadingVertex = leadingVertexFirst ? OFFSET(Triangle,v0) : OFFSET(Triangle,v2);
Float C = *Pointer<Float>(triangle + leadingVertex + attribute);
*Pointer<Float4>(primitive + planeEquation + 0, 16) = Float4(0, 0, 0, 0);
*Pointer<Float4>(primitive + planeEquation + 16, 16) = Float4(0, 0, 0, 0);
......
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