From: Eric Anholt Date: Fri, 10 Feb 2017 20:00:32 +0000 (-0800) Subject: vc4: Use accurate 1/w in coordinate shader as well as vert shader. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=ce538a443dfd1fc860c499e06704dab9324fff6e;p=mesa.git vc4: Use accurate 1/w in coordinate shader as well as vert shader. We probably shouldn't be emitting different scaled viewport coordinates between vertex and coord. --- diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c index 4865bcbd283..536efc4789d 100644 --- 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);