This is discussed in the merge request thread. Zink currently only support
vertex and fragment shaders, so it's the only place this can occur. If someone
wants to enable this for drivers that supports geometry or tesselation shaders,
they would need to extend this code first. Unless I beat them to it, of course.
I don't want to implement this blindly, which is why I left this out for now.
On October 17, 2019 5:09:36 PM GMT+02:00, Ilia Mirkin <imir...@alum.mit.edu>
wrote:
>Hey Erik,
>
>Just saw your change
>https://cgit.freedesktop.org/mesa/mesa/commit/?id=3298aedd6e9f12cefd5aa7414eeebf69ce7538d1
>. It looks like you assume that the UCPs will apply in the vertex
>stage, but given that we support GL compat profiles for GL 4.0+ in
>st/mesa, the UCPs actually apply to the same stage that clip distances
>are processed in -- might be TES or GS, depending on the pipeline.
>
>Perhaps there's some reason why this works anyways that I'm not
>seeing...
>
>Cheers,
>
> -ilia
--
Sent from my Android device with K-9 Mail. Please excuse my brevity.
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