On Thu, 2019-01-17 at 22:31 -0600, Jason Ekstrand wrote:
> On Thu, Jan 17, 2019 at 6:42 PM Matt Turner
> wrote:
> > On Tue, Jan 15, 2019 at 5:54 AM Iago Toral Quiroga <
> > ito...@igalia.com> wrote:
> >
> > >
> >
> > > NIR already has these so they are redundant. A run of shader-db
> > confirms
On Thu, Jan 17, 2019 at 6:42 PM Matt Turner wrote:
> On Tue, Jan 15, 2019 at 5:54 AM Iago Toral Quiroga
> wrote:
> >
> > NIR already has these so they are redundant. A run of shader-db confirms
> > that the only cases where these backend optimizations are activated
> > are some Tomb Raider
On Tue, Jan 15, 2019 at 5:54 AM Iago Toral Quiroga wrote:
>
> NIR already has these so they are redundant. A run of shader-db confirms
> that the only cases where these backend optimizations are activated
> are some Tomb Raider shaders where the affected variables are qualified
> as "precise",
Reviewed-by: Jason Ekstrand
On Tue, Jan 15, 2019 at 7:54 AM Iago Toral Quiroga
wrote:
> NIR already has these so they are redundant. A run of shader-db confirms
> that the only cases where these backend optimizations are activated
> are some Tomb Raider shaders where the affected variables are
NIR already has these so they are redundant. A run of shader-db confirms
that the only cases where these backend optimizations are activated
are some Tomb Raider shaders where the affected variables are qualified
as "precise", which is why NIR won't apply them and why the backend
shouldn't either