On Sun, Nov 26, 2017 at 1:29 PM, Rob Clark wrote:
> On Sun, Nov 26, 2017 at 12:08 PM, Ilia Mirkin wrote:
>> Since this is all happening as a post-optimization fixup, and offsets
>> are generally immediates, we can just do the calculation directly.
>>
>> Signed-off-by: Ilia Mirkin
>> ---
>>
>> On
On Sun, Nov 26, 2017 at 12:08 PM, Ilia Mirkin wrote:
> Since this is all happening as a post-optimization fixup, and offsets
> are generally immediates, we can just do the calculation directly.
>
> Signed-off-by: Ilia Mirkin
> ---
>
> Only very mildly tested. Noticed it when looking closely at ou
Since this is all happening as a post-optimization fixup, and offsets
are generally immediates, we can just do the calculation directly.
Signed-off-by: Ilia Mirkin
---
Only very mildly tested. Noticed it when looking closely at our shaders,
thinking
why it tries to shift 0 by a constant. This i