struct gl_framebuffer *fb = ctx->DrawBuffer;
struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
GLubyte *zStart;
- GLuint zMin = (GLuint) (ctx->Depth.BoundsMin * fb->_DepthMaxF + 0.5F);
- GLuint zMax = (GLuint) (ctx->Depth.BoundsMax * fb->_DepthMaxF + 0.5F);
+ GLuint zMin = (GLuint)((double)ctx->Depth.BoundsMin * 0xffffffff);
+ GLuint zMax = (GLuint)((double)ctx->Depth.BoundsMax * 0xffffffff);
GLubyte *mask = span->array->mask;
const GLuint count = span->end;
GLuint i;
zBufferVals = (const GLuint *) zStart;
}
else {
+ /* Round the bounds to the precision of the zbuffer. */
+ if (rb->Format == MESA_FORMAT_Z_UNORM16) {
+ zMin = (zMin & 0xffff0000) | (zMin >> 16);
+ zMax = (zMax & 0xffff0000) | (zMax >> 16);
+ } else {
+ /* 24 bits */
+ zMin = (zMin & 0xffffff00) | (zMin >> 24);
+ zMax = (zMax & 0xffffff00) | (zMax >> 24);
+ }
+
/* unpack Z values into a temporary array */
if (span->arrayMask & SPAN_XY) {
get_z32_values(ctx, rb, count, span->array->x, span->array->y,