On Mon, Oct 24, 2016 at 10:05 AM, Nicolai Hähnle <nhaeh...@gmail.com> wrote: > On 24.10.2016 15:49, Ilia Mirkin wrote: >> >> On Mon, Oct 24, 2016 at 9:43 AM, Nicolai Hähnle <nhaeh...@gmail.com> >> wrote: >>> >>> On 24.10.2016 15:38, Nicolai Hähnle wrote: >>>> >>>> >>>> On 24.10.2016 15:34, Ilia Mirkin wrote: >>>>> >>>>> >>>>> These work properly on nvc0. I'd rather you work around it in your >>>>> backend. >>>> >>>> >>>> >>>> That's not a good solution because of how the opcodes are defined. How >>>> about TGSI_OPCODE_{BFI,[UI]BFE}_GLSL and an associated pipe cap that >>>> gets enabled for nvc0? >>> >>> >>> >>> Or we can declare that the semantics of BFI/BFE should just be in line >>> with >>> what GLSL wants. I don't know if there are other state trackers that rely >>> on >>> it, it seems that you were actually the one who introduced the wording in >>> tgsi.rst... >> >> >> Yeah, as part of the ARB_gpu_shader5 bringup. At the time, I believe I >> specified them as the DX11 thing since I assumed it was identical to >> the GLSL. I've since learned that not to be the case. >> >> If you want to introduce new ops/caps to differentiate the GLSL way >> and the DX11 way, that's fine by me. (And I'm not picky about which op >> gets the original name...) > > > Okay. The question is whether anybody actually needs the DX11 way. Since > there's only a nine and not an eleven, I kind of suspect the answer is 'no', > and then there's no need for a cap.
In any case, the GLSL way is backwards-compatible with the DX11 way. It just specifies some unspecified situations. I might also add that I added logic to the pack/unpack helpers to make use of BFE/BFI in various cases. I'm pretty sure they don't need the workaround logic either. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev