On Tue, Feb 26, 2013 at 9:51 AM, Kenneth Graunke <kenn...@whitecape.org> wrote: >> diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp >> b/src/mesa/drivers/dri/i965/brw_shader.cpp >> index 9ab18cc..6965d72 100644 >> --- a/src/mesa/drivers/dri/i965/brw_shader.cpp >> +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp >> @@ -156,7 +156,7 @@ brw_link_shader(struct gl_context *ctx, struct >> gl_shader_program *shProg) >> SUB_TO_ADD_NEG | >> EXP_TO_EXP2 | >> LOG_TO_LOG2 | >> - LRP_TO_ARITH); >> + (stage == MESA_SHADER_FRAGMENT ? 0 : >> LRP_TO_ARITH)); > > > Doesn't this need to include a gen check as well? Perhaps:
Not really, since emit_lrp() has a gen check (and has to have it, since emit_lrp() will be used for fragment program's OPCODE_LRP). For GLSL, do we gain anything by lowering LRP on gen < 6 in the compiler vs the backend, or vice versa? > const int lrp_to_arith = 0; > if (intel->gen < 6 || stage != MESA_SHADER_FRAGMENT) > lrp_to_arith = LRP_TO_ARITH; > > then use lrp_to_arith here. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev