search for: tgsi_swizzle_w

Displaying 3 results from an estimated 3 matches for "tgsi_swizzle_w".

2017 Jun 11
0
[RFC 4/9] tgsi: populate precise
...- ureg_insn(t->ureg, TGSI_OPCODE_MAD, &tmp[0], 1, imm, 3); + ureg_insn(t->ureg, TGSI_OPCODE_MAD, &tmp[0], 1, imm, 3, 0); if (swizzle == GL_SWIZZLE_STR_DR_ATI) { imm[0] = ureg_scalar(src, TGSI_SWIZZLE_Z); } else { imm[0] = ureg_scalar(src, TGSI_SWIZZLE_W); } - ureg_insn(t->ureg, TGSI_OPCODE_RCP, &tmp[1], 1, &imm[0], 1); + ureg_insn(t->ureg, TGSI_OPCODE_RCP, &tmp[1], 1, &imm[0], 1, 0); imm[0] = ureg_src(tmp[0]); imm[1] = ureg_src(tmp[1]); - ureg_insn(t->ureg, TGSI_OPCODE_MUL, &tmp[0]...
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
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