On Wed, 2015-11-25 at 16:16 -0800, Matt Turner wrote:
> I had a look at a helped shader from shader-db (borderlands-2/3701)
>
> Its vec4 IR at the time we call opt_vector_float() contains:
>
> 0: mov vgrf2.0.x:D, 1073741824D
> 1: mov vgrf3.0.xy:D, 0D
> 2: mov vgrf3.0.w:D, 1065353216D
>
On Thu, Nov 26, 2015 at 7:57 AM, Juan A. Suarez Romero
wrote:
> On Wed, 2015-11-25 at 16:16 -0800, Matt Turner wrote:
>> In the piglit test you cited, opt_vector_float() does this to the
>> relevant code:
>>
>> cmp.nz.f0.0 null:F, vgrf6.xyzz:F, vgrf14.xyzz:F
>> -mov vgrf2.0.x:D, 0D
>> (+f0.0.any
On Wed, 2015-11-25 at 16:16 -0800, Matt Turner wrote:
> In the piglit test you cited, opt_vector_float() does this to the
> relevant code:
>
> cmp.nz.f0.0 null:F, vgrf6.xyzz:F, vgrf14.xyzz:F
> -mov vgrf2.0.x:D, 0D
> (+f0.0.any4h) mov vgrf2.0.x:D, -1D
> -mov vgrf2.0.yzw:D, 0D
> +mov vgrf2.0:F, [0
On Wed, 2015-11-25 at 16:16 -0800, Matt Turner wrote:
> I think in this case a better solution -- at least until we learn
> something more -- would be to initialize opt_vector_float()'s
> remaining_channels to only the live components of the register. Do
> you
> want to try that?
Sure! There's a
On Wed, Nov 25, 2015 at 5:36 AM, Juan A. Suarez Romero
wrote:
> When analyzing output for glsl-mat-from-int-ctor-03 piglit test, found
> that the following piece of generated asm code:
>
> mov(8) g19<1>.xyzF g6<4,4,1>.xyzzD { align16 1Q
> };
> dp4(8) g115<1>.
When analyzing output for glsl-mat-from-int-ctor-03 piglit test, found
that the following piece of generated asm code:
mov(8) g19<1>.xyzF g6<4,4,1>.xyzzD { align16 1Q };
dp4(8) g115<1>.wF g4<4,4,1>F g2.4<0,4,1>F{ align16
NoDDChk 1Q };
cmp.nz.f0(