Hi all, So when I sent a previous patch for this, I learned that because of how D3D9 works, Nine apparently potentially uses generic shader inputs/outputs with very high indices.
Despite this, merging the bitfields should work out okay. It reduces the number of generics that we track via outputs_written/inputs_read, but that's okay for VS-PS pipelines, which is the only type that nine uses. OpenGL shouldn't be affected at all. Still, I'd appreciate if somebody could give this a spin on Nine, since I don't have a setup. You can find the series at https://cgit.freedesktop.org/~nh/mesa/log/?h=merged-shader-io-bitfields Please review! Thanks, Nicolai -- src/gallium/drivers/radeonsi/si_shader.c | 39 ++++++++------------ src/gallium/drivers/radeonsi/si_shader.h | 11 +++--- src/gallium/drivers/radeonsi/si_state_shaders.c | 30 +++++---------- 3 files changed, 30 insertions(+), 50 deletions(-) _______________________________________________ mesa-dev mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/mesa-dev
