On May 5, 2016 6:35 PM, "Connor Abbott" wrote:
>
> On Thu, May 5, 2016 at 8:51 PM, Jason Ekstrand
wrote:
> > According to the GLSL spec, if the user uses fma directly and you have
it
> > in your hardware, you shouldn't split it. For a while now, we've been
> > splitting all fma's up-front and th
On Thu, May 5, 2016 at 8:51 PM, Jason Ekstrand wrote:
> According to the GLSL spec, if the user uses fma directly and you have it
> in your hardware, you shouldn't split it. For a while now, we've been
> splitting all fma's up-front and then planned to fuse them later. The only
> reason why this
On Thu, May 5, 2016 at 6:22 PM, Jason Ekstrand wrote:
>
> On May 5, 2016 6:13 PM, "Ilia Mirkin" wrote:
> >
> > On Thu, May 5, 2016 at 8:51 PM, Jason Ekstrand
> wrote:
> > > According to the GLSL spec, if the user uses fma directly and you have
> it
> > > in your hardware, you shouldn't split it
On May 5, 2016 6:13 PM, "Ilia Mirkin" wrote:
>
> On Thu, May 5, 2016 at 8:51 PM, Jason Ekstrand
wrote:
> > According to the GLSL spec, if the user uses fma directly and you have
it
> > in your hardware, you shouldn't split it. For a while now, we've been
> > splitting all fma's up-front and then
On Thu, May 5, 2016 at 8:51 PM, Jason Ekstrand wrote:
> According to the GLSL spec, if the user uses fma directly and you have it
> in your hardware, you shouldn't split it. For a while now, we've been
> splitting all fma's up-front and then planned to fuse them later. The only
> reason why this
According to the GLSL spec, if the user uses fma directly and you have it
in your hardware, you shouldn't split it. For a while now, we've been
splitting all fma's up-front and then planned to fuse them later. The only
reason why this possibly helped before was for ARB programs which is
handled b