On Sun, Apr 17, 2016 at 11:14 PM, Kenneth Graunke <kenn...@whitecape.org> wrote: > Previously, opt_vector_float() always interpreted MOV sources as > floating point, and always created a MOV with a F-type destination. > > This meant that we could mess up sequences of integer loads, such as: > > mov vgrf6.0.x:D, 0D > mov vgrf6.0.y:D, 1D > mov vgrf6.0.z:D, 2D > mov vgrf6.0.w:D, 3D > > Here, integer 0/1/2/3 become approximately 0.0f, so we generated: > > mov vgrf6.0:F, [0F, 0F, 0F, 0F] > > which is clearly wrong. We can properly handle this by converting > integer values to float (rather than bitcasting), and emitting a type > converting MOV: > > mov vgrf6.0:D, [0F, 1F, 2F, 3F] > > To do this, see first see if the integer values (converted to float) > are representable. If so, we use a D-type MOV. If not, we then try > the floating point values and an F-type MOV. We make zero not impose > type restrictions. This is important because 0D would imply a D-type > MOV, but is often used in sequences such as MOV 0D, MOV 0x3f800000D, > where we want to use an F-type MOV. > > Fixes about 54 dEQP-GLES2 failures with the vec4 VS backend. This > recently became visible due to changes in opt_vector_float() which > made it optimize more cases, but it was a pre-existing bug. > > Signed-off-by: Kenneth Graunke <kenn...@whitecape.org>
Hurts a single program in shader-db... for some reason related to seeing a zero first? In toki-tori-2/1, we see -mov(8) g18<1>.zwF [0F, 0F, 0F, 1F]VF +mov(8) g18<1>.zUD 0x00000000UD +mov(8) g18<1>.wD 1065353216D Ignore the UD type -- the generator changes D -> UD so it can compact the instruction. It's actually type-D when opt_vector_float is called. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev