<html>
<head>
<base href="https://bugs.freedesktop.org/" />
</head>
<body>
<p>
<div>
<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#c28">Comment # 28</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:itoral@igalia.com" title="Iago Toral <itoral@igalia.com>"> <span class="fn">Iago Toral</span></a>
</span></b>
<pre>(In reply to Kenneth Graunke from <a href="show_bug.cgi?id=89580#c27">comment #27</a>)
<span class="quote">> (In reply to Jason Ekstrand from <a href="show_bug.cgi?id=89580#c26">comment #26</a>)
> > 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 >
Partially, I did that only when indirect indexing was involved, otherwise we
could work with scalar units, which is not great. In any case, it makes sense
that I add the change as part of the series so I'll do that.
<span class="quote">> 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.</span >
Yeah, that sounds good to me.
Thanks for the feedback!</pre>
</div>
</p>
<hr>
<span>You are receiving this mail because:</span>
<ul>
<li>You are the QA Contact for the bug.</li>
</ul>
</body>
</html>