panfrost: Preserve w sign in perspective division

This fixes issues where polygons that should be culled (due to negative
w, for instance) may not be.

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
This commit is contained in:
Alyssa Rosenzweig
2019-02-15 06:38:23 +00:00
parent 49985cebea
commit fa1b36ddc2
@@ -2919,13 +2919,15 @@ write_transformed_position(nir_builder *b, nir_src input_point_src, int uniform_
/* gl_Position will be written out in screenspace xyz, with w set to
* the reciprocal we computed earlier. The transformed w component is
* then used for perspective-correct varying interpolation */
* then used for perspective-correct varying interpolation. The
* transformed w component must preserve its original sign; this is
* used in depth clipping computations */
nir_ssa_def *screen_space = nir_vec4(b,
nir_channel(b, viewport_xy, 0),
nir_channel(b, viewport_xy, 1),
screen_depth,
nir_fabs(b, w_recip));
w_recip);
/* Finally, write out the transformed values to the varying */