Aapo Tahkola wrote:
> On Sun, 13 Aug 2006 02:17:40 +0200
> Rune Petersen <[EMAIL PROTECTED]> wrote:
> 
>> Roland Scheidegger wrote:
>>> Rune Petersen wrote:
>>>> Roland Scheidegger wrote:
>>>> fragment.position input is not implemented yet. fglrx driver parses
>>>> it from VP to FP via a texcoord route. I've been hitting my head on
>>>> this for some time. Only got as far as only getting a soft lockup
>>>> which isn't very useful.
>>> That kinda makes sense. On r200 you could already pass vertex data
>>> to the fragment registers (but you couldn't use position as input),
>>> so the data was interpolated by the texcoord interpolator but
>>> texture lookup was disabled (see the ATI_fs spec / r200 dri
>>> implementation). At first sight looks like a similar mechanism
>>> might be used by r300 I guess, interpolating position or texcoords
>>> isn't too different is it?
>>>
>> I've had been looking into this, and the vertex shader is supplying
>> the position to the fragment shader as a texcoord, the only apparent
>> difference in shader setup between a position and a real texcoord, is
>> a real texcoord is supplied as input for the vertex shader.
>>
>>
>> I would really like to capture the vertex program of
>> program/fp/tri-depth and the fglrx driver.
>>
>> But I'm betting the vertex shader is capable of writing to a texcoord.
>> All I need is a safe way for the vertex shader code to know if the
>> fragment shader needs the position.
>>
>> Any help with this would be great.
> 
> Bug #8056 patch can do this. Take a look at r300_select_vertex_shader().
> 

Thank you.

Getting wpos to the fragment shader is not too reliable atm, but
something strange:

Only x & y are valid for hpos in the vertex shader..
z = 0 & w = 1 as you would expect if they weren't set...


Am I missing something obvious?


Rune Petersen

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