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_EQUAL:
- if (depth00 == coord) luminance -= d;
- if (depth01 == coord) luminance -= d;
- if (depth10 == coord) luminance -= d;
- if (depth11 == coord) luminance -= d;
+ 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_NOTEQUAL:
+ 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;
if (depth10 != coord) luminance -= d;
if (depth11 != coord) luminance -= d;
return luminance;
+ case GL_NOTEQUAL:
+ if (depth00 == coord) luminance -= d;
+ if (depth01 == coord) luminance -= d;
+ if (depth10 == coord) luminance -= d;
+ 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;
}
}
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);
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:
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;
}
}
- 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);