On 4/12/19 5:11 PM, Ian Romanick wrote:
> On 4/8/19 5:34 AM, Thomas Helland wrote:
>> man. 8. apr. 2019 kl. 06:30 skrev Alyssa Rosenzweig :
>>>
>>> On Mali hardware (supported by Panfrost and Lima), the fixed-function
>>> transformation from world-space to screen-space coordinates is done in
>>> th
On 4/8/19 5:34 AM, Thomas Helland wrote:
> man. 8. apr. 2019 kl. 06:30 skrev 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_Pos
> I believe it's agreement in mesa that the if ( ... ) should be on one line,
> and the continue, return, etc should be on a new one.
Fixed in v3.
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> This should be done per nir function, and I suggest to divide this function
> into more sub-functions to follow conventions of other nir_lower_*
> implementation.
You only should be writing gl_Position once anyway; why reinit for
functions that likely won't use them?
lower_alpha_test does it th
man. 8. apr. 2019 kl. 06:30 skrev 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 hardw
On Mon, Apr 8, 2019 at 12:30 PM 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