From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 32271] DDX opcode is not implemented in radeon shader compiler Date: Fri, 10 Dec 2010 13:42:48 -0800 (PST) Message-ID: <20101210214248.4AB9D13004D@annarchy.freedesktop.org> References: Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit Return-path: Received: from annarchy.freedesktop.org (annarchy.freedesktop.org [131.252.210.176]) by gabe.freedesktop.org (Postfix) with ESMTP id 6922D9E7F9 for ; Fri, 10 Dec 2010 13:42:48 -0800 (PST) In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Sender: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org Errors-To: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org https://bugs.freedesktop.org/show_bug.cgi?id=32271 --- Comment #3 from Ian Romanick 2010-12-10 13:42:47 PST --- (In reply to comment #2) > I wonder if lowering DDX/DDY to SFL makes any difference compared to using a > shader that outputs (0,0,0,1). The lowering pass I was referring to would happen long before the Mesa IR level. At that point there is no SFL instruction. We'd just replace the ir_unop_dFdx and ir_unop_dFdy expressions with constants of 0 in the appropriate type. Backends (e.g., ir_to_mesa) can convert these constants to whatever is appropriate. This way backends for GPUs that can't handle these operations will never even see them. That is, after all, the whole point of the various lowering passes in the GLSL compiler. :) -- Configure bugmail: https://bugs.freedesktop.org/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the assignee for the bug.