search for: op_quadon

Displaying 5 results from an estimated 5 matches for "op_quadon".

2014 Mar 11
2
[PATCH] nv50/ir/gk110: fix some instruction emission
...mask = 2; break; // XXX: guess - case OP_PRERET: code[1] = 0x16000000; mask = 2; break; // XXX: guess + case OP_PREBREAK: code[1] = 0x15000000; mask = 2; break; + case OP_PRECONT: code[1] = 0x15800000; mask = 2; break; + case OP_PRERET: code[1] = 0x13800000; mask = 2; break; - case OP_QUADON: code[1] = 0x1c000000; mask = 0; break; // XXX: guess - case OP_QUADPOP: code[1] = 0x1c800000; mask = 0; break; // XXX: guess - case OP_BRKPT: code[1] = 0x1d000000; mask = 0; break; // XXX: guess + case OP_QUADON: code[1] = 0x1b000000; mask = 0; break; + case OP_QUADPOP: code[1] = 0x1c0...
2014 Mar 11
0
[PATCH] nv50/ir/gk110: fix some instruction emission
...ss > - case OP_PRERET: code[1] = 0x16000000; mask = 2; break; // XXX: guess > + case OP_PREBREAK: code[1] = 0x15000000; mask = 2; break; > + case OP_PRECONT: code[1] = 0x15800000; mask = 2; break; > + case OP_PRERET: code[1] = 0x13800000; mask = 2; break; > > - case OP_QUADON: code[1] = 0x1c000000; mask = 0; break; // XXX: guess > - case OP_QUADPOP: code[1] = 0x1c800000; mask = 0; break; // XXX: guess > - case OP_BRKPT: code[1] = 0x1d000000; mask = 0; break; // XXX: guess > + case OP_QUADON: code[1] = 0x1b000000; mask = 0; break; > + case OP_QUAD...
2017 Dec 20
2
[PATCH] gm107/ir: use lane 0 for manual textureGrad handling
...lt; dim; ++c) crd[c] = bld.getScratch(); + arr = bld.getScratch(); + shadow = bld.getScratch(); tmp = bld.getScratch(); for (l = 0; l < 4; ++l) { Value *src[3], *val; - // mov coordinates from lane l to all lanes + Value *lane = bld.mkImm(l); bld.mkOp(OP_QUADON, TYPE_NONE, NULL); + // Make sure lane 0 has the appropriate array/depth compare values + if (l != 0) { + if (array) + bld.mkOp3(OP_SHFL, TYPE_F32, arr, i->getSrc(0), lane, quad); + if (i->tex.target.isShadow()) + bld.mkOp3(OP_SHFL, TYPE_F32, sh...
2017 Dec 20
0
[PATCH] gm107/ir: use lane 0 for manual textureGrad handling
...h(); > + arr = bld.getScratch(); > + shadow = bld.getScratch(); > tmp = bld.getScratch(); > > for (l = 0; l < 4; ++l) { > Value *src[3], *val; > - // mov coordinates from lane l to all lanes > + Value *lane = bld.mkImm(l); > bld.mkOp(OP_QUADON, TYPE_NONE, NULL); > + // Make sure lane 0 has the appropriate array/depth compare values > + if (l != 0) { > + if (array) > + bld.mkOp3(OP_SHFL, TYPE_F32, arr, i->getSrc(0), lane, quad); > + if (i->tex.target.isShadow()) > + b...
2014 Jan 13
20
[PATCH 00/19] nv50: add sampler2DMS/GP support to get OpenGL 3.2
OK, so there's a bunch of stuff in here. The geometry stuff is based on the work started by Bryan Cain and Christoph Bumiller. Patches 01-12: Add support for geometry shaders and fix related issues Patches 13-14: Make it possible for fb clears to operate on texture attachments with an explicit layer set (as is allowed in gl 3.2). Patches 15-17: Make ARB_texture_multisample work