> That makes sense. However, in the vec4 backend, we do emit scratch reads > and writes prior to optimization - in move_grf_array_access_to_scratch(). > I've been meaning to port that over to the scalar backend. At which > point, SHADER_OPCODE_GEN4_SCRATCH_WRITE would be a problem.
Sort of off-topic, but it would be really nice if you could do this. A lot of the code Jason wrote for NIR is about dealing with indirect array accesses, which currently get lowered to if-ladders in GLSL which makes all of it dead code. It would be nice to be able to bugfix + test it. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev