<marex>
austriancoder: I think I've got it ... the TXP in TGSI divides the texture xyz by w, if I remove the MUL/RCP then the pointsprite example magically works, and so does neverball
<marex>
(i.e. if I make TXP behave as TGSI_OPCODE_TEX)
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<marex>
austriancoder: any idea why disabling that RCP/MUL in TXP would help with this texcoord ?
<marex>
mntmn: uh, did your glClear problem ever get solved ?
<austriancoder>
marex: no idea.. I can start looking into the pointsprite myself if that would help you
<marex>
austriancoder: well yes and no
<marex>
austriancoder: I am exploring the boundaries of my frustration, but that little progress with TXP this morning helped a bit
<marex>
austriancoder: I wonder whether the fixed pipeline to glsl part of mesa isn't the problem
<marex>
maybe it shouldn't generate TXP for GLES1 in the first place
<austriancoder>
marex: okay.. then I will NOT look into that problem and continue with other stuff
<marex>
austriancoder: but I could use the possibility to ask you questions
<austriancoder>
marex: sure.. but I might not have answers
<marex>
austriancoder: you probably have more answers than I have questions
<marex>
austriancoder: Im now trying to figure out how to dump the IR in src/mesa/main/ff_fragment_shader.cpp
<marex>
austriancoder: basically how to get the generated VS source before it is compiled
<austriancoder>
marex: there is an env var for that
<mntmn>
marex: yes, glClear got solved by something unexpected