On Fri, 2017-01-06 at 13:29 +0100, Iago Toral wrote:
> Hi Tim,
>
> it's been a while, so off the top of my head I don't have any
> particular suggestions or the capacity to tell whether your fix is
> correct or not :-/.
>
> I'll try to spend some time re-acquainting myself with that code on
> Mon
Hi Tim,
it's been a while, so off the top of my head I don't have any
particular suggestions or the capacity to tell whether your fix is
correct or not :-/.
I'll try to spend some time re-acquainting myself with that code on
Monday and see if I can see what is going on here.
Iago
On Fri, 2017-0
On Fri, 2017-01-06 at 12:36 +0100, Nicolai Hähnle wrote:
> On 06.01.2017 00:26, Timothy Arceri wrote:
> > Marking operations as redundant if they are equal to the base
> > range is fine when the tree structure is something like this:
> >
> > max
> > / \
> > max b
> >
On 06.01.2017 00:26, Timothy Arceri wrote:
Marking operations as redundant if they are equal to the base
range is fine when the tree structure is something like this:
max
/ \
max b
/ \
3max
/ \
3 a
But the opt falls apart with a tree li
Hi Iago/Petri,
Just Ccing you guys in case you have a better solution (I know its been
a while since this was written).
This is causing incorrect shaders in at least Serious Sam 3 possibly
others. I've sent some piglit tests to reproduce it to the piglit list.
Thanks,
Tim
On Fri, 2017-01-06 at
Marking operations as redundant if they are equal to the base
range is fine when the tree structure is something like this:
max
/ \
max b
/ \
3max
/ \
3 a
But the opt falls apart with a tree like this:
max
/ \
max