Hi,
the attached patch fixes this gl_FragCoord madness. It uses a fragment
shader constant to do the transformation and the constant is set
transparently with other STATE_* constants in Mesa core. The changes are
quite small. Please review.
Best regards
Marek
On Mon, Nov 15, 2010 at 10:28 AM,
BTW I'd also like to get this to 7.9 if there are no concerns.
Marek
On Thu, Dec 2, 2010 at 9:33 PM, Marek Olšák mar...@gmail.com wrote:
Hi,
the attached patch fixes this gl_FragCoord madness. It uses a fragment
shader constant to do the transformation and the constant is set
transparently
On 12/02/2010 01:33 PM, Marek Olšák wrote:
Hi,
the attached patch fixes this gl_FragCoord madness. It uses a fragment
shader constant to do the transformation and the constant is set
transparently with other STATE_* constants in Mesa core. The changes are
quite small. Please review.
Looks
On Sun, 2010-11-14 at 20:18 -0800, Dave Airlie wrote:
Eric just checked in a test into piglit that tests that the
gl_FragCoord works the right way up for FBOs,
Now all the gallium drivers fail this currently and fixing it creates
an ugly linkage between the currently bound buffer and the
On Mon, 2010-11-15 at 01:28 -0800, Keith Whitwell wrote:
On Sun, 2010-11-14 at 20:18 -0800, Dave Airlie wrote:
Eric just checked in a test into piglit that tests that the
gl_FragCoord works the right way up for FBOs,
Now all the gallium drivers fail this currently and fixing it creates
On Mon, 2010-11-15 at 01:32 -0800, Keith Whitwell wrote:
On Mon, 2010-11-15 at 01:28 -0800, Keith Whitwell wrote:
On Sun, 2010-11-14 at 20:18 -0800, Dave Airlie wrote:
Eric just checked in a test into piglit that tests that the
gl_FragCoord works the right way up for FBOs,
Now all
On Mon, Nov 15, 2010 at 4:57 AM, Keith Whitwell kei...@vmware.com wrote:
On Mon, 2010-11-15 at 01:32 -0800, Keith Whitwell wrote:
On Mon, 2010-11-15 at 01:28 -0800, Keith Whitwell wrote:
On Sun, 2010-11-14 at 20:18 -0800, Dave Airlie wrote:
Eric just checked in a test into piglit that tests
Eric just checked in a test into piglit that tests that the
gl_FragCoord works the right way up for FBOs,
Now all the gallium drivers fail this currently and fixing it creates
an ugly linkage between the currently bound buffer and the fragment
shader, since if you swap from an FBO to rendering to