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vc4: Use accurate 1/w in coordinate shader as well as vert shader.
author
Eric Anholt
<eric@anholt.net>
Fri, 10 Feb 2017 20:00:32 +0000
(12:00 -0800)
committer
Eric Anholt
<eric@anholt.net>
Fri, 10 Feb 2017 22:17:04 +0000
(14:17 -0800)
We probably shouldn't be emitting different scaled viewport coordinates
between vertex and coord.
src/gallium/drivers/vc4/vc4_program.c
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diff --git
a/src/gallium/drivers/vc4/vc4_program.c
b/src/gallium/drivers/vc4/vc4_program.c
index 4865bcbd283337eb0c38a45fec7b896b25aa4f5e..536efc4789daf34e1abf470ff746c2cd87136a5a 100644
(file)
--- a/
src/gallium/drivers/vc4/vc4_program.c
+++ b/
src/gallium/drivers/vc4/vc4_program.c
@@
-1511,7
+1511,7
@@
emit_vert_end(struct vc4_compile *c,
static void
emit_coord_end(struct vc4_compile *c)
{
- struct qreg rcp_w =
qir_RCP
(c, c->outputs[c->output_position_index + 3]);
+ struct qreg rcp_w =
ntq_rcp
(c, c->outputs[c->output_position_index + 3]);
emit_stub_vpm_read(c);