Alyssa Rosenzweig writes:
>> Logic ops seem... challenging to emulate in the shader. That shader
>> would need the destination colors in the framebuffer storage format, and
>> I'm not sure that's always possible (maybe?).
>
> Alright, that's good to know.
>
> I will note that in Midgard, the na
> Logic ops seem... challenging to emulate in the shader. That shader
> would need the destination colors in the framebuffer storage format, and
> I'm not sure that's always possible (maybe?).
Alright, that's good to know.
I will note that in Midgard, the native hardware ops are to load/store
t
On 5/5/19 7:26 PM, Alyssa Rosenzweig wrote:
> This new lowering pass implements the OpenGL ES blend pipeline in
> shaders, applicable to hardware lacking full-featured blending hardware
> (including Midgard/Bifrost and vc4). This pass is run on a fragment
> shader, rewriting the store to a blended
I feel so called out, it's not the only thing I care about. I'll let dual
source blending wait until future improvements though :)
On Sun, May 5, 2019 at 7:26 PM Alyssa Rosenzweig
wrote:
> This new lowering pass implements the OpenGL ES blend pipeline in
> shaders, applicable to hardware lacking
This new lowering pass implements the OpenGL ES blend pipeline in
shaders, applicable to hardware lacking full-featured blending hardware
(including Midgard/Bifrost and vc4). This pass is run on a fragment
shader, rewriting the store to a blended version, loading in the
framebuffer destination colo