Displaying 2 results from an estimated 2 matches for "immediatefloat32".
2009 Jun 24
0
[PATCH] nv50: fix previous patches
...*p_mid = mid;
- *p_oid = oid + 4;
return mask;
}
@@ -1958,6 +1963,10 @@ nv50_program_tx_prep(struct nv50_pc *pc)
const struct tgsi_full_immediate *imm =
&p.FullToken.FullImmediate;
+#ifdef NV50_PROGRAM_DUMP
+ tgsi_dump_immediate(imm);
+#endif
+
ctor_immd(pc, imm->u.ImmediateFloat32[0].Float,
imm->u.ImmediateFloat32[1].Float,
imm->u.ImmediateFloat32[2].Float,
@@ -1973,6 +1982,10 @@ nv50_program_tx_prep(struct nv50_pc *pc)
first = d->DeclarationRange.First;
last = d->DeclarationRange.Last;
+#ifdef NV50_PROGRAM_DUMP
+ tgsi_dump_decla...
2009 May 06
2
nv50: shader generation patches
Hi ! I've been trying to improve NV50 shader generation a bit the last couple of weeks, so here is
what I've produced. I don't know if it's usable for you or just a pile of horrible hacks, but at
least it makes some mesa demos render more correcly, p.e. the teapot (aside from mip-mapping issues
of the floor texture), arbfplight, and I think the gears also didn't appear as they