On Sat, 2015-03-07 at 13:35 -0800, Jason Ekstrand wrote:
On Thu, Mar 5, 2015 at 9:39 PM, Jason Ekstrand ja...@jlekstrand.net
wrote:
This looks fine to me. I just kicked off a build on our test
farm and, assuming that looks good (I'll send another e-mail
in the
On Thu, Mar 5, 2015 at 9:39 PM, Jason Ekstrand ja...@jlekstrand.net wrote:
This looks fine to me. I just kicked off a build on our test farm and,
assuming that looks good (I'll send another e-mail in the morning if it
does),
Reviewed-by: Jason Ekstrand jason.ekstr...@intel.com
Jenkins
On Thursday, March 05, 2015 09:39:58 PM Jason Ekstrand wrote:
This looks fine to me. I just kicked off a build on our test farm and,
assuming that looks good (I'll send another e-mail in the morning if it
does),
Reviewed-by: Jason Ekstrand jason.ekstr...@intel.com
I ran shader-db on the
From the SNB PRM, volume 4, part 1, page 193:
The dual source render target messages only have SIMD8 forms due to
maximum message length limitations. SIMD16 pixel shaders must send two of
these messages to cover all of the pixels. Each message contains two colors
(4 channels each) for each
This looks fine to me. I just kicked off a build on our test farm and,
assuming that looks good (I'll send another e-mail in the morning if it
does),
Reviewed-by: Jason Ekstrand jason.ekstr...@intel.com
I ran shader-db on the change and I was kind of surprised to see that it
doesn't really do
Hi Jason,
On mié, 2014-09-17 at 11:39 -0700, Jason Ekstrand wrote:
I haven't tested this yet, just looked it over. I've got a couple of
inline comments below. One general comment though: I'm currently
working on a bunch of compiler stuff that reworks the way we do FB
writes. In particular,
On jue, 2014-09-18 at 08:08 +0200, Iago Toral Quiroga wrote:
Hi Jason,
On mié, 2014-09-17 at 11:39 -0700, Jason Ekstrand wrote:
I haven't tested this yet, just looked it over. I've got a couple of
inline comments below. One general comment though: I'm currently
working on a bunch of
From the SNB PRM, volume 4, part 1, page 193:
The dual source render target messages only have SIMD8 forms due to
maximum message length limitations. SIMD16 pixel shaders must send two of
these messages to cover all of the pixels. Each message contains two colors
(4 channels each) for each pixel
I haven't tested this yet, just looked it over. I've got a couple of
inline comments below. One general comment though: I'm currently working
on a bunch of compiler stuff that reworks the way we do FB writes. In
particular, it reworks things to use GRF registers instead of the MRF. It
probably