Re: [Mesa-dev] [PATCH 1/2] nir: Add nir_lower_viewport_transform

2019-04-14 Thread Rob Clark
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

Re: [Mesa-dev] [PATCH 1/2] nir: Add nir_lower_viewport_transform

2019-04-14 Thread Christian Gmeiner
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

[Mesa-dev] [PATCH 1/2] nir: Add nir_lower_viewport_transform

2019-04-14 Thread 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 dedicated hardware. This commit adds a shared NIR pass for implementing coordin

Re: [Mesa-dev] [PATCH 1/2] nir: Add nir_lower_viewport_transform

2019-04-07 Thread Qiang Yu
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

[Mesa-dev] [PATCH 1/2] nir: Add nir_lower_viewport_transform

2019-04-07 Thread 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 dedicated hardware. This commit adds a shared NIR pass for implementing coordin