On Thu, Oct 17, 2019 at 10:39 AM Erik Faye-Lund < erik.faye-l...@collabora.com> wrote:
> 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. > If you hook the pass up and get it working on iris, you wouldn't be implementing it blind. :-P --Jason > 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. > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev
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