search for: 4c92a1efb5

Displaying 4 results from an estimated 4 matches for "4c92a1efb5".

2017 Apr 03
5
[PATCH v2 0/3] nv50/ir: Preapre for running Opts inside a loop
Slowly we are getting to the point, that we miss enough optimization opportunities as the result of our own passes. For this we need to fix AlgebraicOpt to be able to handle mods on sources without creating new issues. The last patch enables looping opts. v2: update commit author Karol Herbst (3): nv50/ir: fix AlgebraicOpt for slcts with mods nv50/ir: handle logops with NOT in AlgebraicOpt
2017 Apr 03
0
[PATCH v2 1/3] nv50/ir: fix AlgebraicOpt for slcts with mods
...l Herbst <karolherbst at gmail.com> --- src/gallium/drivers/nouveau/codegen/nv50_ir_peephole.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/gallium/drivers/nouveau/codegen/nv50_ir_peephole.cpp b/src/gallium/drivers/nouveau/codegen/nv50_ir_peephole.cpp index 4c92a1efb5..bd60a84998 100644 --- a/src/gallium/drivers/nouveau/codegen/nv50_ir_peephole.cpp +++ b/src/gallium/drivers/nouveau/codegen/nv50_ir_peephole.cpp @@ -1797,10 +1797,10 @@ AlgebraicOpt::handleSLCT(Instruction *slct) if (slct->getSrc(2)->asImm()->compare(slct->asCmp()->setCond, 0....
2017 Apr 03
3
[PATCH 0/3] nv50/ir: Preapre for running Opts inside a loop
Slowly we are getting to the point, that we miss enough optimization opportunities as the result of our own passes. For this we need to fix AlgebraicOpt to be able to handle mods on sources without creating new issues. The last patch enables looping opts. Karol Herbst (3): nv50/ir: fix AlgebraicOpt for slcts with mods nv50/ir: handle logops with NOT in AlgebraicOpt nv50/ir: run some
2017 Jun 11
14
[RFC 0/9] Add precise/invariant semantics to TGSI
Running Tomb Raider on Nouveau I found some flicker caused by ignoring precise modifiers on variables inside Nouveau. This series add precise/invariant handling to TGSI, which can be then used by drivers to disable certain unsafe optimisations which may otherwise alter calculations, which depend on having the same result across shaders. This series fixes this bug in Tomb Raider and one CTS test