Re: [Freedreno] [PATCH 2/2] freedreno/ir3: add a pass to lower tg4 to txl, enable gather on a4xx

2017-11-20 Thread Rob Clark
On Sun, Nov 19, 2017 at 2:54 PM, Ilia Mirkin wrote: > Unfortunately Adreno A4xx hardware returns incorrect results with the > GATHER4 opcodes. As a result, we have to lower to 4 individual texture > calls (txl since we have to force lod to 0). We achieve this using >

Re: [Freedreno] [Mesa-dev] [PATCH 1/2] nir: allow texture offsets with cube maps

2017-11-20 Thread Jason Ekstrand
On Sun, Nov 19, 2017 at 11:54 AM, Ilia Mirkin wrote: > GL doesn't have this, but some hardware supports it. This is convenient > for lowering tg4 to plain texture calls, which is necessary on Adreno > A4xx hardware. > > Signed-off-by: Ilia Mirkin >

Re: [Freedreno] [Mesa-dev] [PATCH 1/2] nir: allow texture offsets with cube maps

2017-11-20 Thread Ilia Mirkin
On Mon, Nov 20, 2017 at 5:16 PM, Jason Ekstrand wrote: > On Sun, Nov 19, 2017 at 11:54 AM, Ilia Mirkin wrote: >> >> GL doesn't have this, but some hardware supports it. This is convenient >> for lowering tg4 to plain texture calls, which is necessary

Re: [Freedreno] [Mesa-dev] [PATCH 1/2] nir: allow texture offsets with cube maps

2017-11-20 Thread Ilia Mirkin
On Mon, Nov 20, 2017 at 7:08 PM, Jason Ekstrand wrote: > On Mon, Nov 20, 2017 at 3:11 PM, Ilia Mirkin wrote: >> >> On Mon, Nov 20, 2017 at 5:16 PM, Jason Ekstrand >> wrote: >> > On Sun, Nov 19, 2017 at 11:54 AM, Ilia Mirkin

Re: [Freedreno] [Mesa-dev] [PATCH 1/2] nir: allow texture offsets with cube maps

2017-11-20 Thread Jason Ekstrand
On Mon, Nov 20, 2017 at 4:10 PM, Ilia Mirkin wrote: > On Mon, Nov 20, 2017 at 7:08 PM, Jason Ekstrand > wrote: > > On Mon, Nov 20, 2017 at 3:11 PM, Ilia Mirkin > wrote: > >> > >> On Mon, Nov 20, 2017 at 5:16 PM, Jason Ekstrand

Re: [Freedreno] [Mesa-dev] [PATCH 1/2] nir: allow texture offsets with cube maps

2017-11-20 Thread Jason Ekstrand
On Mon, Nov 20, 2017 at 3:11 PM, Ilia Mirkin wrote: > On Mon, Nov 20, 2017 at 5:16 PM, Jason Ekstrand > wrote: > > On Sun, Nov 19, 2017 at 11:54 AM, Ilia Mirkin > wrote: > >> > >> GL doesn't have this, but some hardware supports