On 6 August 2014 02:21, Brian Paul <bri...@vmware.com> wrote: > On 08/05/2014 10:16 AM, Roland Scheidegger wrote: >> >> Am 04.08.2014 18:08, schrieb Brian Paul: >>> >>> Specify the quad's Z position in clip coordinate space, not >>> normalized Z space. Use viewport scale, translation = 0.5, 0.5. >>> >>> Before, we were specifying the quad's Z position in [0,1] and using >>> viewport scale=1.0, translate=0.0. That works fine, unless your >>> driver needs to work in clip coordinate space and needs to >>> reconstruct viewport near/far values from the scale/translation >>> factors. The VMware svga driver falls into that category. >>> >>> When we did that reconstruction we wound up with near=-1 and far=1 >>> which are outside the limits of [0,1]. In some cases, this caused >>> the quad to be drawn at the wrong depth. In other cases it was >>> clipped away. >>> >>> Fixes some scissored depth clears with VMware driver. This should >>> have no effect on other drivers.
I also saw this problem when I was developing virgl, so Acked-by: Dave Airlie <airl...@redhat.com> Dave. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev