Re: [Mesa-dev] [PATCH 4/7] nir: Add nir_lower_blend pass

2019-05-09 Thread Eric Anholt
Alyssa Rosenzweig writes: >> Logic ops seem... challenging to emulate in the shader. That shader >> would need the destination colors in the framebuffer storage format, and >> I'm not sure that's always possible (maybe?). > > Alright, that's good to know. > > I will note that in Midgard, the

Re: [Mesa-dev] [PATCH 4/7] nir: Add nir_lower_blend pass

2019-05-07 Thread Alyssa Rosenzweig
> Logic ops seem... challenging to emulate in the shader. That shader > would need the destination colors in the framebuffer storage format, and > I'm not sure that's always possible (maybe?). Alright, that's good to know. I will note that in Midgard, the native hardware ops are to load/store

Re: [Mesa-dev] [PATCH 4/7] nir: Add nir_lower_blend pass

2019-05-07 Thread Ian Romanick
On 5/5/19 7:26 PM, Alyssa Rosenzweig wrote: > This new lowering pass implements the OpenGL ES blend pipeline in > shaders, applicable to hardware lacking full-featured blending hardware > (including Midgard/Bifrost and vc4). This pass is run on a fragment > shader, rewriting the store to a blended

Re: [Mesa-dev] [PATCH 4/7] nir: Add nir_lower_blend pass

2019-05-05 Thread Ryan Houdek
I feel so called out, it's not the only thing I care about. I'll let dual source blending wait until future improvements though :) On Sun, May 5, 2019 at 7:26 PM Alyssa Rosenzweig wrote: > This new lowering pass implements the OpenGL ES blend pipeline in > shaders, applicable to hardware

[Mesa-dev] [PATCH 4/7] nir: Add nir_lower_blend pass

2019-05-05 Thread Alyssa Rosenzweig
This new lowering pass implements the OpenGL ES blend pipeline in shaders, applicable to hardware lacking full-featured blending hardware (including Midgard/Bifrost and vc4). This pass is run on a fragment shader, rewriting the store to a blended version, loading in the framebuffer destination