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authorEric Anholt <[email protected]>2017-02-10 12:00:32 -0800
committerEric Anholt <[email protected]>2017-02-10 14:17:04 -0800
commitce538a443dfd1fc860c499e06704dab9324fff6e (patch)
tree8208bf2a14c71f540c1ee2ddcc9c13b4ca1f5378 /src
parenta0b68418383ecc0ee2ac475ff6dc1d28b4ae6e24 (diff)
vc4: Use accurate 1/w in coordinate shader as well as vert shader.
We probably shouldn't be emitting different scaled viewport coordinates between vertex and coord.
Diffstat (limited to 'src')
-rw-r--r--src/gallium/drivers/vc4/vc4_program.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c
index 4865bcbd283..536efc4789d 100644
--- a/src/gallium/drivers/vc4/vc4_program.c
+++ b/src/gallium/drivers/vc4/vc4_program.c
@@ -1511,7 +1511,7 @@ emit_vert_end(struct vc4_compile *c,
static void
emit_coord_end(struct vc4_compile *c)
{
- struct qreg rcp_w = qir_RCP(c, c->outputs[c->output_position_index + 3]);
+ struct qreg rcp_w = ntq_rcp(c, c->outputs[c->output_position_index + 3]);
emit_stub_vpm_read(c);