intel: Use nir_test_mask instead of i2b(iand)
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17242>
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@ -225,9 +225,8 @@ lower_rt_io_and_scratch(nir_shader *nir)
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static void
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build_terminate_ray(nir_builder *b)
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{
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nir_ssa_def *skip_closest_hit =
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nir_i2b(b, nir_iand_imm(b, nir_load_ray_flags(b),
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BRW_RT_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER));
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nir_ssa_def *skip_closest_hit = nir_test_mask(b, nir_load_ray_flags(b),
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BRW_RT_RAY_FLAG_SKIP_CLOSEST_HIT_SHADER);
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nir_push_if(b, skip_closest_hit);
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{
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/* The shader that calls traceRay() is unable to access any ray hit
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@ -308,9 +307,8 @@ lower_ray_walk_intrinsics(nir_shader *shader,
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case nir_intrinsic_accept_ray_intersection: {
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b.cursor = nir_instr_remove(&intrin->instr);
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nir_ssa_def *terminate =
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nir_i2b(&b, nir_iand_imm(&b, nir_load_ray_flags(&b),
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BRW_RT_RAY_FLAG_TERMINATE_ON_FIRST_HIT));
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nir_ssa_def *terminate = nir_test_mask(&b, nir_load_ray_flags(&b),
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BRW_RT_RAY_FLAG_TERMINATE_ON_FIRST_HIT);
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nir_push_if(&b, terminate);
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{
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build_terminate_ray(&b);
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