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.
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@ -1511,7 +1511,7 @@ emit_vert_end(struct vc4_compile *c,
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static void
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emit_coord_end(struct vc4_compile *c)
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{
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struct qreg rcp_w = qir_RCP(c, c->outputs[c->output_position_index + 3]);
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struct qreg rcp_w = ntq_rcp(c, c->outputs[c->output_position_index + 3]);
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emit_stub_vpm_read(c);
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