Created attachment 41811 [details] drawpix with fog enabled on rv410 When enabling fog in the drawpix demo, the fog looks very "digitized" with tiles and edges. See attached screendump for a better impression. For comparison, it looks well and finely distributed on my old savage card. This is gallium on RV410, mesa 7.10 as of today. I also ran the piglit fog tests but they all passed.
Created attachment 41812 [details] Xorg.0.log
Created attachment 41813 [details] glxinfo output
Softpipe doesn't render it correctly either. Reassigning to Mesa core.
Looks like the vertex shader isn't passing the fog coordinate to the fragment shader. In st_cb_drawpix.c the make_passthrough_vertex_shader() function also needs to take a 'fog' parameter and emit a fog result, either computed from the current fog coordinate or as a function of the vertex Z position. I don't think many people depend on fog with glDrawPixels so this is low priority.
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