On Sun, Apr 14, 2019 at 11:27 AM Christian Gmeiner
wrote:
>
> Am So., 14. Apr. 2019 um 17:45 Uhr schrieb Alyssa Rosenzweig
> :
> >
> > On Mali hardware (supported by Panfrost and Lima), the fixed-function
> > transformation from world-space to screen-space coordinates is done in
> > the vertex sha
Am So., 14. Apr. 2019 um 17:45 Uhr schrieb Alyssa Rosenzweig
:
>
> On Mali hardware (supported by Panfrost and Lima), the fixed-function
> transformation from world-space to screen-space coordinates is done in
> the vertex shader prior to writing out the gl_Position varying, rather
> than in dedica
On Mali hardware (supported by Panfrost and Lima), the fixed-function
transformation from world-space to screen-space coordinates is done in
the vertex shader prior to writing out the gl_Position varying, rather
than in dedicated hardware. This commit adds a shared NIR pass for
implementing coordin
On Mon, Apr 8, 2019 at 12:41 AM Alyssa Rosenzweig wrote:
>
> On Mali hardware (supported by Panfrost and Lima), the fixed-function
> transformation from world-space to screen-space coordinates is done in
> the vertex shader prior to writing out the gl_Position varying, rather
> than in dedicated h
On Mali hardware (supported by Panfrost and Lima), the fixed-function
transformation from world-space to screen-space coordinates is done in
the vertex shader prior to writing out the gl_Position varying, rather
than in dedicated hardware. This commit adds a shared NIR pass for
implementing coordin