search for: ir_variable

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

2015 May 24
2
[Mesa-dev] [PATCH 07/11] glsl: Add arb_cull_distance support
...Distance'\n", > + _mesa_shader_stage_to_string(shader->Stage)); > + return; > + } > + > + *UsesClipCullDistance = clip_distance.variable_found() | > + cull_distance.variable_found(); > + > ir_variable *clip_distance_var = > shader->symbols->get_variable("gl_ClipDistance"); > + ir_variable *cull_distance_var = > + shader->symbols->get_variable("gl_CullDistance"); > + > if (clip_distance_var) > - *ClipDistanceA...
2015 May 24
19
[RFC PATCH 00/11] Implement ARB_cull_distance
This patch series adds the needed support for this extension to the various parts of mesa to finally enable it for nvc0. Dave Airlie (1): glsl: lower cull_distance into cull_distance_mesa Tobias Klausmann (10): glapi: add GL_ARB_cull_distance mesa/main: add support for GL_ARB_cull_distance mesa/prog: Add varyings for arb_cull_distance mesa/st: add support for GL_ARB_cull_distance
2017 Jun 11
0
[RFC 3/9] st/glsl_to_tgsi: handle precise modifier
..._glsl_to_tgsi.cpp index c5d2e0fcd2..19f90f21fe 100644 --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp @@ -87,6 +87,13 @@ static int swizzle_for_type(const glsl_type *type, int component = 0) return swizzle; } +static unsigned is_precise(const ir_variable *ir) +{ + if (!ir) + return 0; + return ir->data.precise || ir->data.invariant; +} + /** * This struct is a corresponding struct to TGSI ureg_src. */ @@ -296,6 +303,7 @@ public: ir_instruction *ir; unsigned op:8; /**< TGSI opcode */ + unsigned precise:1; unsig...
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