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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