A later patch will add lower_flrp64 option to NIR.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We seem to need range reduction to get sane results. Fixes glmark2
jellyfish bench, and a whole bunch of
dEQP-GLES3.functional.shaders.builtin_functions.precision.{sin,cos,tan}.*
v2: squashed in android build fixes from Rob Herring
Signed-off-by: Rob Clark <robclark@freedesktop.org>
This *seems* like a hw bug, and maybe only applies to certain a4xx
variants/revisions. But setting the SRGB bit in sampler view state
(texconst0) causes invalid alpha for ASTC textures. Work around this
by doing the srgb->linear conversion in the shader instead.
This fixes 392 dEQP tests: dEQP-GLES3.functional.texture.*astc*srgb*
(The remaining fails seem to be a bug w/ ASTC + linear filtering, also
possibly a420.0 specific.)
Signed-off-by: Rob Clark <robclark@freedesktop.org>
The old version of the pass only worked on globals and locals and always
left inputs, outputs, uniforms, etc. alone.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The following commits broke things by starting to feed us unhandled
extract_u16/extract_u8 opcodes:
commit 905ff86198
Author: Matt Turner <mattst88@gmail.com>
AuthorDate: Wed Feb 3 14:28:31 2016 -0800
Commit: Matt Turner <mattst88@gmail.com>
CommitDate: Fri Mar 4 11:52:34 2016 -0800
nir: Recognize open-coded extract_u16.
commit 76289fbfa8
Author: Matt Turner <mattst88@gmail.com>
AuthorDate: Thu Jan 21 09:09:48 2016 -0800
Commit: Matt Turner <mattst88@gmail.com>
CommitDate: Fri Mar 4 11:52:34 2016 -0800
nir: Recognize open-coded extract_u8.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Immediately convert into NIR and do an initial key-agnostic lowering/
optimization pass. This should let us share most of the per-variant
transformations between each variant, and hopefully minimize the draw-
time variant creation part of the compilation process.
Signed-off-by: Rob Clark <robclark@freedesktop.org>