On Mon, Feb 1, 2016 at 6:13 AM, Alejandro Piñeiro wrote:
> While doing some code checking, I realized that nir vectorization was
> not on master, in spite my memory saying the opposite. So I searched on
> the mailing list, and I found the original series (this one). My memory
> was correct that th
While doing some code checking, I realized that nir vectorization was
not on master, in spite my memory saying the opposite. So I searched on
the mailing list, and I found the original series (this one). My memory
was correct that the introduced HURT shaders was accepted as a lesser
evil, but not t
This series adds an optimization to detect things like:
foo.x = bar.x + baz.x;
foo.y = bar.y + baz.y;
foo.z = bar.z + baz.z;
foo.w = bar.w + baz.w;
and turn them into:
foo = bar + baz;
which shows up distressingly often in shaders translated from D3D
bytecode, or by people who seemingly don't k