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
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