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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Implement a NIR -> vec4 pass"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89580#c27">Comment # 27</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Implement a NIR -> vec4 pass"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89580">bug 89580</a>
from <span class="vcard"><a class="email" href="mailto:kenneth@whitecape.org" title="Kenneth Graunke <kenneth@whitecape.org>"> <span class="fn">Kenneth Graunke</span></a>
</span></b>
<pre>(In reply to Jason Ekstrand from <a href="show_bug.cgi?id=89580#c26">comment #26</a>)
<span class="quote">> It sounded, from what you said above, like you had already modified
> nir_lower_io to handle vec4. If that's the case just go ahead and do the
> rename and add the vec4 version. No reason to wait for me or Connor to do
> it.</span >
Yeah, I think your approach is great.
Instead of passing a gl_shader_stage and checking for != MESA_SHADER_FRAGMENT,
we should just pass a boolean indicating whether we should make things scalar
or pad to vec4s. Or have nir_lower_io_scalar and nir_lower_io_vec4 functions
(effectively the same thing).
That way, i965's scalar-or-not choices aren't baked into the generic code, and
everybody can pick what they want.</pre>
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