Age | Commit message (Collapse) | Author |
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to do it
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May not always happen due to passthrough modes, etc.
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The two functions were mostly the same. We can look at the shader header
info to determine if it's a vertex or fragment shader.
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It turns out the user planes handed to the driver are already in clip space.
Hence, we no longer need to transform incoming vertices before computing the
clip distance, and no longer need to change the interface provided by
gallium. Yay :)
The clip state change handling could be better, but this works.
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Precompute tiles_per_row. Use ushort multiplies in a few places. New comments.
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git+ssh://marcheu@git.freedesktop.org/git/nouveau/mesa into gallium-0.1
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