On Tue, Sep 15, 2015 at 6:49 PM, Rob Clark wrote:
> On Tue, Sep 15, 2015 at 12:39 PM, Erik Faye-Lund wrote:
>> On Mon, Sep 14, 2015 at 11:53 AM, Erik Faye-Lund wrote:
>>> On Sun, Sep 13, 2015 at 5:51 PM, Rob Clark
On Mon, Sep 14, 2015 at 11:53 AM, Erik Faye-Lund wrote:
> On Sun, Sep 13, 2015 at 5:51 PM, Rob Clark wrote:
>> From: Rob Clark
>>
>> The vertex shader lowering adds calculation for CLIPDIST, if needed
>> (ie. user-clip-planes),
On Tue, Sep 15, 2015 at 12:39 PM, Erik Faye-Lund wrote:
> On Mon, Sep 14, 2015 at 11:53 AM, Erik Faye-Lund wrote:
>> On Sun, Sep 13, 2015 at 5:51 PM, Rob Clark wrote:
>>> From: Rob Clark
>>>
>>> The vertex
On Tue, Sep 15, 2015 at 12:39 PM, Erik Faye-Lund wrote:
> On Mon, Sep 14, 2015 at 11:53 AM, Erik Faye-Lund wrote:
>> On Sun, Sep 13, 2015 at 5:51 PM, Rob Clark wrote:
>>> From: Rob Clark
>>>
>>> The vertex
On Tue, Sep 15, 2015 at 6:49 PM, Ilia Mirkin wrote:
> However having a piglit test that covers this would be neat... I guess
> you could clip a pixel in half and make sure that the resolved result
> is some in-between color? Lots of implementation-dependent stuff going
> on
On Tue, Sep 15, 2015 at 1:09 PM, Erik Faye-Lund wrote:
> On Tue, Sep 15, 2015 at 6:49 PM, Ilia Mirkin wrote:
>> However having a piglit test that covers this would be neat... I guess
>> you could clip a pixel in half and make sure that the resolved
On Tue, Sep 15, 2015 at 6:49 PM, Ilia Mirkin wrote:
> On Tue, Sep 15, 2015 at 12:39 PM, Erik Faye-Lund wrote:
>> On Mon, Sep 14, 2015 at 11:53 AM, Erik Faye-Lund wrote:
>>> On Sun, Sep 13, 2015 at 5:51 PM, Rob Clark
On Tue, Sep 15, 2015 at 12:49 PM, Rob Clark wrote:
> On Tue, Sep 15, 2015 at 12:39 PM, Erik Faye-Lund wrote:
>> On Mon, Sep 14, 2015 at 11:53 AM, Erik Faye-Lund wrote:
>>> On Sun, Sep 13, 2015 at 5:51 PM, Rob Clark
On Tue, Sep 15, 2015 at 7:12 PM, Ilia Mirkin wrote:
> On Tue, Sep 15, 2015 at 1:09 PM, Erik Faye-Lund wrote:
>> On Tue, Sep 15, 2015 at 6:49 PM, Ilia Mirkin wrote:
>>> However having a piglit test that covers this would be neat...
On Tue, Sep 15, 2015 at 1:10 PM, Erik Faye-Lund wrote:
>> I guess I'd care about it more once I supported MSAA ;-)
>>
>> (and tbh, all this effort was mostly just to get neverball to render
>> correctly :-P)
>
> Oh, I just meant that it might be neat to add to the commit
On Sun, Sep 13, 2015 at 5:51 PM, Rob Clark wrote:
> From: Rob Clark
>
> The vertex shader lowering adds calculation for CLIPDIST, if needed
> (ie. user-clip-planes), and the frag shader lowering adds conditional
> kills based on CLIPDIST value
From: Rob Clark
The vertex shader lowering adds calculation for CLIPDIST, if needed
(ie. user-clip-planes), and the frag shader lowering adds conditional
kills based on CLIPDIST value (which should be treated as a normal
interpolated varying by the driver).
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