vc4: Use accurate 1/w in coordinate shader as well as vert shader.
authorEric Anholt <eric@anholt.net>
Fri, 10 Feb 2017 20:00:32 +0000 (12:00 -0800)
committerEric 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

index 4865bcbd283337eb0c38a45fec7b896b25aa4f5e..536efc4789daf34e1abf470ff746c2cd87136a5a 100644 (file)
@@ -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);