On Mon, Jul 7, 2014 at 11:07 PM, Kristian Høgsberg wrote:
> On Mon, Jun 30, 2014 at 3:14 PM, Matt Turner wrote:
>> On Fri, Jun 27, 2014 at 12:00 PM, Kristian Høgsberg
>> wrote:
>>> From: Kristian Høgsberg
>>
>> With your email address fixed,
>
> Done, thanks for the review. I realized that th
On Mon, Jun 30, 2014 at 3:14 PM, Matt Turner wrote:
> On Fri, Jun 27, 2014 at 12:00 PM, Kristian Høgsberg
> wrote:
>> From: Kristian Høgsberg
>
> With your email address fixed,
Done, thanks for the review. I realized that this also applies to MRT
shaders where we write the same value to two r
On Fri, Jun 27, 2014 at 12:00 PM, Kristian Høgsberg wrote:
> From: Kristian Høgsberg
With your email address fixed,
Reviewed-by: Matt Turner
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From: Kristian Høgsberg
The current compute-to-mrf pass doesn't handle blocks of MOVs. Shaders
that end with a texture fetch follwed by an fb write are left like this:
0x: pln(8) g6<1>F g4<0,1,0>F g2<8,8,1>F {
align1 WE_normal 1Q compacted };
0x0008: pln