Roland Scheidegger <srol...@vmware.com> writes: > Am 12.07.2018 um 00:05 schrieb Eric Anholt: >> For V3D, the HW will interpolate slightly differently along the shared >> edge of the trifan. The conformance tests manage to catch this in the >> nearest_consistency_* group. To get interpolation to match, we need the >> last vertex of the triangle to be shared. >> >> I first tried implementing draw_rectangle to do triangles instead, but >> that was quite a bit (147 lines) of code duplication from u_blitter, and >> this seems much simpler and less likely to break as u_blitter changes. > > I'm curious, how does interpolation work on that hw? > Does it use the provoking vertex as some sort of reference? If so would > it actually work if you switched to provoking vertex first (if you can)? > (But I'm really just curious, the patch looks alright to me.)
As far as I know, provoking vertex is just about where flat shading comes from. I tried forcing it on/off, and got no change in rasterization.
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