Hash :
0690e1aa
Author :
Date :
2017-12-21T20:51:38
Add a workaround to clamp gl_FragDepth NVIDIA OpenGL drivers at least up to version 388.59 don't clamp gl_FragDepth when it is written to a floating point depth buffer. This bug is now worked around by clamping gl_FragDepth in the shader if it is statically used. BUG=angleproject:2299 TEST=angle_end2end_tests on NVIDIA Change-Id: I61589b2b0dd2813c4901a157c8d37e470063773c Reviewed-on: https://chromium-review.googlesource.com/840842 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
//
// Copyright (c) 2017 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ClampFragDepth.h: Limit the value that is written to gl_FragDepth to the range [0.0, 1.0].
// The clamping is run at the very end of shader execution, and is only performed if the shader
// statically accesses gl_FragDepth.
//
#ifndef COMPILER_TRANSLATOR_CLAMPFRAGDEPTH_H_
#define COMPILER_TRANSLATOR_CLAMPFRAGDEPTH_H_
namespace sh
{
class TIntermBlock;
class TSymbolTable;
void ClampFragDepth(TIntermBlock *root, TSymbolTable *symbolTable);
} // namespace sh
#endif // COMPILER_TRANSLATOR_CLAMPFRAGDEPTH_H_