>> 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.

At least OpenGL ES would be covered in that case, as flat shading only
exists in OpenGL ES 1 which has no shaders.

I think it would be reasonable to re-emit the shader state (or maybe
just the varyings) when the primitive type changes from points to
non-points. It virtually never happens that the same shader combo is
used for points and non-points.

Wladimir
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