Reviewed-by: Iago Toral Quiroga <ito...@igalia.com> On Wed, 2016-01-06 at 15:30 -0800, Jason Ekstrand wrote: > We don't need these for GLSL or ARB, but we need them for SPIR-V > --- > src/mesa/drivers/dri/i965/brw_shader.cpp | 5 +++++ > 1 file changed, 5 insertions(+) > > diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp > b/src/mesa/drivers/dri/i965/brw_shader.cpp > index 6d15c60..4ae403c 100644 > --- a/src/mesa/drivers/dri/i965/brw_shader.cpp > +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp > @@ -104,6 +104,11 @@ brw_compiler_create(void *mem_ctx, const struct > brw_device_info *devinfo) > nir_options->lower_ffma = true; > nir_options->lower_sub = true; > nir_options->lower_fdiv = true; > + nir_options->lower_scmp = true; > + nir_options->lower_fmod = true; > + nir_options->lower_bitfield_insert = true; > + nir_options->lower_uadd_carry = true; > + nir_options->lower_usub_borrow = true; > > /* In the vec4 backend, our dpN instruction replicates its result to all > * the components of a vec4. We would like NIR to give us replicated fdot
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