diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c index ecc09e0..708b607 100644 --- a/src/mesa/swrast/s_texfilter.c +++ b/src/mesa/swrast/s_texfilter.c @@ -2918,29 +2918,29 @@ shadow_compare4(GLenum function, GLfloat coord, switch (function) { case GL_LEQUAL: - if (depth00 <= coord) luminance -= d; - if (depth01 <= coord) luminance -= d; - if (depth10 <= coord) luminance -= d; - if (depth11 <= coord) luminance -= d; - return luminance; - case GL_GEQUAL: - if (depth00 >= coord) luminance -= d; - if (depth01 >= coord) luminance -= d; - if (depth10 >= coord) luminance -= d; - if (depth11 >= coord) luminance -= d; - return luminance; - case GL_LESS: if (depth00 < coord) luminance -= d; if (depth01 < coord) luminance -= d; if (depth10 < coord) luminance -= d; if (depth11 < coord) luminance -= d; return luminance; - case GL_GREATER: + case GL_GEQUAL: if (depth00 > coord) luminance -= d; if (depth01 > coord) luminance -= d; if (depth10 > coord) luminance -= d; if (depth11 > coord) luminance -= d; return luminance; + case GL_LESS: + if (depth00 <= coord) luminance -= d; + if (depth01 <= coord) luminance -= d; + if (depth10 <= coord) luminance -= d; + if (depth11 <= coord) luminance -= d; + return luminance; + case GL_GREATER: + if (depth00 >= coord) luminance -= d; + if (depth01 >= coord) luminance -= d; + if (depth10 >= coord) luminance -= d; + if (depth11 >= coord) luminance -= d; + return luminance; case GL_EQUAL: if (depth00 == coord) luminance -= d; if (depth01 == coord) luminance -= d; @@ -2954,15 +2954,15 @@ shadow_compare4(GLenum function, GLfloat coord, if (depth11 != coord) luminance -= d; return luminance; case GL_ALWAYS: - return 0.0; + return 1.0F; case GL_NEVER: return ambient; case GL_NONE: /* ordinary bilinear filtering */ return lerp_2d(wi, wj, depth00, depth10, depth01, depth11); default: - _mesa_problem(NULL, "Bad compare func in sample_depth_texture"); - return 0.0F; + _mesa_problem(NULL, "Bad compare func in sample_compare4"); + return ambient; } } @@ -3030,7 +3030,7 @@ sample_depth_texture( struct gl_context *ctx, if (tObj->MagFilter == GL_NEAREST) { GLuint i; for (i = 0; i < n; i++) { - GLfloat depthSample; + GLfloat depthSample, depthRef; GLint col, row, slice; nearest_texcoord(tObj, level, texcoords[i], &col, &row, &slice); @@ -3043,8 +3043,9 @@ sample_depth_texture( struct gl_context *ctx, depthSample = tObj->BorderColor.f[0]; } - result = shadow_compare(function, texcoords[i][compare_coord], - depthSample, ambient); + depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F); + + result = shadow_compare(function, depthRef, depthSample, ambient); switch (tObj->DepthMode) { case GL_LUMINANCE: @@ -3068,7 +3069,7 @@ sample_depth_texture( struct gl_context *ctx, GLuint i; ASSERT(tObj->MagFilter == GL_LINEAR); for (i = 0; i < n; i++) { - GLfloat depth00, depth01, depth10, depth11; + GLfloat depth00, depth01, depth10, depth11, depthRef; GLint i0, i1, j0, j1; GLint slice; GLfloat wi, wj; @@ -3134,7 +3135,9 @@ sample_depth_texture( struct gl_context *ctx, } } - result = shadow_compare4(function, texcoords[i][compare_coord], + depthRef = CLAMP(texcoords[i][compare_coord], 0.0F, 1.0F); + + result = shadow_compare4(function, depthRef, depth00, depth01, depth10, depth11, ambient, wi, wj);