On Monday, July 23, 2018 1:24:08 PM PDT Rob Clark wrote: > On Mon, Jul 23, 2018 at 1:25 PM, Eric Anholt <[email protected]> wrote: > > Eric Anholt <[email protected]> writes: > > > >> This is controlled by a new nir_shader_compiler_options flag, and fixes > >> dEQP-GLES3.functional.shaders.builtin_variable.pointcoord on V3D. > >> --- > > > > Ken, Rob, any chance you could take a quick look at this? I think this > > is the last change I need in Mesa for GLES2 conformance. > > > > I was kinda wondering if there was any driver where we *didn't* want > this? I had meant to try that deqp w/ freedreno but got distracted.. > I'll try to give this a look this evening.. > > BR, > -R
i965 can configure the point coordinate origin to be either upper left or lower left, so I don't think we need Y-flipping in the shader. But we do need this pass for gl_FragCoord. So I think making it optional is probably a good idea. Looks good to me, Eric. Congratulations on finishing the conformance test bugfixing slog! :) Reviewed-by: Kenneth Graunke <[email protected]>
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