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