search for: op_shfl

Displaying 2 results from an estimated 2 matches for "op_shfl".

2017 Dec 20
2
[PATCH] gm107/ir: use lane 0 for manual textureGrad handling
...{ 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, shadow, i->getSrc(array + dim), lane, quad); + } + + // mov coordinates from lane l to all lanes for (c = 0; c < dim; ++c) { - bld.mkOp3(...
2017 Dec 20
0
[PATCH] gm107/ir: use lane 0 for manual textureGrad handling
...- // 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, shadow, i->getSrc(array + dim), lane, quad); In the great argument switcheroo between each SM version, the shadow compare is actually after the indirect h...