On Fri, Apr 12, 2019 at 6:46 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 ha
Patch series are:
Reviewed-by: Qiang Yu
Regards,
Qiang
On Sat, Apr 13, 2019 at 7:46 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 writin
This patch is
Reviewed-by: Ian Romanick
On 4/12/19 4:46 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,
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