Commit 827d07ab by Alexis Hetu Committed by Alexis Hétu

Fixed R8I and R8UI fragment output formats

There was a silly mistake in the code that I just found. Instead of being ordered (1,2,3,4), the 4 pixels being outputted were ordered (3,4,1,2), which was within the tolerance threshold for most of the image, but exhibited weird sparse diagonal lines of errors (values outside of threshold). Reordered the pixels properly to fix the issue. Change-Id: I082463d22e585e5ee98836a87ef60efca05e58f0 Reviewed-on: https://swiftshader-review.googlesource.com/7192Tested-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com>
parent 17b29fd4
......@@ -2323,9 +2323,9 @@ namespace sw
UInt xyzw, packedCol;
xyzw = UInt(*Pointer<UShort>(buffer)) << 16;
xyzw = UInt(*Pointer<UShort>(buffer)) & 0xFFFF;
buffer += *Pointer<Int>(data + OFFSET(DrawData, colorPitchB[index]));
xyzw |= UInt(*Pointer<UShort>(buffer));
xyzw |= UInt(*Pointer<UShort>(buffer)) << 16;
Short4 tmpCol = Short4(As<Int4>(oC.x));
if(state.targetFormat[index] == FORMAT_R8I)
......
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