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authorDave Airlie <airlied@redhat.com>2010-10-14 14:40:51 +1000
committerDave Airlie <airlied@redhat.com>2010-10-15 14:59:17 +1000
commitfc6caef4cb67fb13642c5ebccee53019d1764df6 (patch)
tree76657ab68c4d297eb619285f64beb5a6d57d1324 /include/KHR
parent07a30e3d18a528a2dc8a247af5c43e7428be1743 (diff)
r600g: evergreen interpolation support.
On evergreen, interpolation has moved into the fragment shader, with the interpolation parmaters being passed via GPRs and LDS entries. This works out the number of interps required and reserves GPR/LDS storage for them, it also correctly routes face/position values which aren't interpolated from the vertex shader. Also if we noticed nothing is to be interpolated we always setup perspective interpolation for one value otherwise the GPU appears to lockup. This fixes about 15 piglit tests on evergreen.
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