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authorIago Toral Quiroga <[email protected]>2017-11-29 10:50:42 +0100
committerIago Toral Quiroga <[email protected]>2017-11-30 07:57:53 +0100
commit8620f7ebbc763dc1bbbc825d31cacfdd84433e05 (patch)
tree8a1b5f6cab300363c2db897486996b85655fd64e /src/compiler/.gitignore
parentf1a9a724f9ad09e4e40049bc2a379107a86cfb0b (diff)
i965/vec4: use a temp register to compute offsets for pull loads
64-bit pull loads are implemented by emitting 2 separate 32-bit pull load messages, where the second message loads from an offset at +16B. That addition of 16B to the original offset should not alter the original offset register used as source for the pull load instruction though, since the compiler might use that same offset register in other instructions (for example, for other pull loads in the shader code that take that same offset as reference). If the pull load is 32-bit then we only need to emit one message and we don't need to do offset calculations, but in that case the optimizer should be able to drop the redundant MOV. Fixes the following test on Haswell: KHR-GL45.gpu_shader_fp64.fp64.max_uniform_components Reviewed-by: Matt Turner <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103007
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