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.
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