On 24/02/18 05:58, Jason Ekstrand wrote:
Won't this need some swizzling somewhere?
Either when storing the color in the fast clear colors (behind
the aux surface) or here in the shader?
Good question... I'll have to think on it more but we probably do.
No, we
On Tue, Nov 14, 2017 at 9:25 PM, Jason Ekstrand
wrote:
> On Tue, Nov 14, 2017 at 3:28 PM, Lionel Landwerlin <
> lionel.g.landwer...@intel.com> wrote:
>
>> On 13/11/17 16:12, Jason Ekstrand wrote:
>>
>>> This is a bit complicated because we have to get the indirect clear
>>>
On Tue, Nov 14, 2017 at 3:28 PM, Lionel Landwerlin <
lionel.g.landwer...@intel.com> wrote:
> On 13/11/17 16:12, Jason Ekstrand wrote:
>
>> This is a bit complicated because we have to get the indirect clear
>> color in there somehow. In order to not do any more work in the shader
>> than needed,
On 13/11/17 16:12, Jason Ekstrand wrote:
This is a bit complicated because we have to get the indirect clear
color in there somehow. In order to not do any more work in the shader
than needed, we set it up as it's own vertex binding which points
directly at the clear color address specified by
This is a bit complicated because we have to get the indirect clear
color in there somehow. In order to not do any more work in the shader
than needed, we set it up as it's own vertex binding which points
directly at the clear color address specified by the client.
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