search for: postfactor

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

2015 Mar 25
0
[PATCH] nv50/ir: take postFactor into account when doing peephole optimizations
...-451,7 +451,9 @@ ConstantFolding::expr(Instruction *i, b->data.f32 = 0.0f; } switch (i->dType) { - case TYPE_F32: res.data.f32 = a->data.f32 * b->data.f32; break; + case TYPE_F32: + res.data.f32 = a->data.f32 * b->data.f32 * exp2f(i->postFactor); + break; case TYPE_F64: res.data.f64 = a->data.f64 * b->data.f64; break; case TYPE_S32: if (i->subOp == NV50_IR_SUBOP_MUL_HIGH) { @@ -579,6 +581,7 @@ ConstantFolding::expr(Instruction *i, i->src(0).mod = Modifier(0); i->src(1).mod = Modifie...
2014 May 30
4
[Bug 79462] New: [NVC0/Codegen] Shader compilation falis in spill logic
..._ir::OP_SPLIT, dType = nv50_ir::TYPE_B128, sType = nv50_ir::TYPE_B128, cc = nv50_ir::CC_TR, rnd = nv50_ir::ROUND_N, cache = nv50_ir::CACHE_CA, subOp = 0, encSize = 0, saturate = 0, join = 0, fixed = 0, terminator = 0, ftz = 0, dnz = 0, ipa = 0, lanes = 15, perPatch = 0, exit = 0, mask = 0, postFactor = 0 '\000', predSrc = -1 '\377', flagsDef = -1 '\377', flagsSrc = -1 '\377', sched = 0, bb = 0x0, defs = std::deque with 4 elements = {{value = 0x0, origin = 0x0, insn = 0x200}, {value = 0x85ce30, origin = 0x7ffff71a0698 <main_arena+88>, insn = 0x9...
2015 Feb 20
10
[PATCH 01/11] nvc0/ir: add emission of dadd/dmul/dmad opcodes, fix minmax
...UL(const Instruction *i) +{ + bool neg = (i->src(0).mod ^ i->src(1).mod).neg(); + + emitForm_A(i, HEX64(50000000, 00000001)); + roundMode_A(i); + + if (neg) + code[0] |= 1 << 9; + + assert(!i->saturate); + assert(!i->ftz); + assert(!i->dnz); + assert(!i->postFactor); +} + +void CodeEmitterNVC0::emitUMUL(const Instruction *i) { if (i->encSize == 8) { @@ -619,6 +658,19 @@ CodeEmitterNVC0::emitFADD(const Instruction *i) } void +CodeEmitterNVC0::emitDADD(const Instruction *i) +{ + assert(i->encSize == 8); + emitForm_A(i, HEX64(48000000, 000000...
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