On 03/11/2015 04:10 PM, Matt Turner wrote: > On Wed, Mar 11, 2015 at 1:44 PM, Ian Romanick <[email protected]> wrote: >> From: Ian Romanick <[email protected]> >> >> At the very least, unreal4/sun-temple/102.shader_test uses this pattern >> for a signed integer result. However, that shader did not hit the >> optimization in the first place because it uses !gl_FronFacing. I >> changed the shader to use remove the logical-not and reverse the other >> operands. I verified that incorrect code is generated before this >> change and correct code is generated after. > > At one point I did have a patch that handled !gl_FrontFacing ? ... but > I think it got lost.
I have a patch (somewhere) that converts (!b ? x : y) to (b ? y : x). I think that would make explicit handling of !gl_FrontFacing unnecessary. I also have some plan to add support for values other than +/-1.0. I think other optimizations in my queue make other values occur. > 4-5 are > > Reviewed-by: Matt Turner <[email protected]> _______________________________________________ mesa-dev mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-dev
