Am Donnerstag, den 16.11.2017, 11:36 +0100 schrieb Wladimir: > On Thu, Nov 16, 2017 at 11:29 AM, Lucas Stach <l.st...@pengutronix.de > > wrote: > > > Or maybe we can just scan the input > > varyings and if we find a PCOORD varying assume that we are going > > to > > render points, but I don't know if this assumption holds for all > > cases. > > What if the PS doesn't use the point coordinate, e.g. to render solid > points? > > I thought about that, but I don't think it's general enough. > > Could we make the blitter label texture coordinates properly?
We could do that, but still most texcoord varyings from actual GLSL shaders will end up with SEMANTIC_GENERIC, which will break if the application is really using flatshading. Regards, Lucas _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev