[Mesa-dev] [PATCH] radeonsi: implement legacy RCP behavior to fix Unreal engine demos
Roland Scheidegger
sroland at vmware.com
Wed Dec 10 14:49:08 PST 2014
Odd indeed. Maybe it was really meant for d3d10level9 shaders or
something (would allow to share more code compiling d3d9 or d3d10
shaders that way I guess, you could use all the same instructions and
just set that bit, and you said newer chips don't have the legacy
instructions so I guess that bit would help if they still have it).
d3d10 clearly forbids this (and so does GL 4.1 and up).
Roland
Am 10.12.2014 um 22:22 schrieb Marek Olšák:
> It affects all floating-point instructions and it works like an output
> modifier. If DX10 doesn't allow it, then I don't know why it's called
> "DX10 mode".
>
> Marek
>
> On Wed, Dec 10, 2014 at 9:55 PM, Roland Scheidegger <sroland at vmware.com> wrote:
>> Hmm so would that apply to all vector alu ops? Weird (dx10 certainly
>> does not generally clamp NaNs to zero).
>>
>> Roland
>>
>> Am 10.12.2014 um 21:40 schrieb Marek Olšák:
>>> From the SI ISA:
>>>
>>> "Used by the vector ALU to force DX10-style treatment of NaNs: when
>>> set, clamp NaN to zero; otherwise, pass NaN through."
>>>
>>> Marek
>>>
>>> On Wed, Dec 10, 2014 at 9:33 PM, Roland Scheidegger <sroland at vmware.com> wrote:
>>>> I am curious, how does this bit change the shader (or shader operations,
>>>> export, or whatever).
>>>> I guess you're referring to the bit saying "Drives dx10 clamp in spi_sq
>>>> newWave cmd" settable separately for each shader type but that doesn't
>>>> mean much to me :-).
>>>>
>>>> Roland
>>>>
>>>> Am 10.12.2014 um 21:16 schrieb Marek Olšák:
>>>>> Wow, yes! The DX10_CLAMP bit fixes this issue too. I guess we don't
>>>>> have to use legacy instructions now.
>>>>>
>>>>> Marek
>>>>>
>>>>> On Mon, Dec 8, 2014 at 5:05 AM, Michel Dänzer <michel at daenzer.net> wrote:
>>>>>> On 04.12.2014 21:34, Marek Olšák wrote:
>>>>>>> From: Marek Olšák <marek.olsak at amd.com>
>>>>>>>
>>>>>>> Discussion: https://urldefense.proofpoint.com/v2/url?u=https-3A__bugs.freedesktop.org_show-5Fbug.cgi-3Fid-3D83510-23c8&d=AAIGaQ&c=Sqcl0Ez6M0X8aeM67LKIiDJAXVeAw-YihVMNtXt-uEs&r=Vjtt0vs_iqoI31UfJxBl7yv9I2FeiaeAYgMTLKRBc_I&m=wYbokNJOnFBGstvWMmYoGPCVEP9QfPQw0wnRl42Jw0Q&s=rVzVSrX2MYZiMDzqraJyiS53MdcsrSnVfVdG6WQyWOs&e=
>>>>>>
>>>>>> I wonder if we could avoid at least some of this trouble using the DX10
>>>>>> / IEEE bits in the shader MODE register.
>>>>>>
>>>>>>
>>>>>> --
>>>>>> Earthling Michel Dänzer | https://urldefense.proofpoint.com/v2/url?u=http-3A__www.amd.com_&d=AAIGaQ&c=Sqcl0Ez6M0X8aeM67LKIiDJAXVeAw-YihVMNtXt-uEs&r=Vjtt0vs_iqoI31UfJxBl7yv9I2FeiaeAYgMTLKRBc_I&m=wYbokNJOnFBGstvWMmYoGPCVEP9QfPQw0wnRl42Jw0Q&s=j8yXvz073rSQDrLT-gDX9jMI3wFgZNH4XNK78KVjwF4&e=
>>>>>> Libre software enthusiast | Mesa and X developer
>>>>> _______________________________________________
>>>>> mesa-dev mailing list
>>>>> mesa-dev at lists.freedesktop.org
>>>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__lists.freedesktop.org_mailman_listinfo_mesa-2Ddev&d=AAIGaQ&c=Sqcl0Ez6M0X8aeM67LKIiDJAXVeAw-YihVMNtXt-uEs&r=Vjtt0vs_iqoI31UfJxBl7yv9I2FeiaeAYgMTLKRBc_I&m=wYbokNJOnFBGstvWMmYoGPCVEP9QfPQw0wnRl42Jw0Q&s=6RdqH9tgdRJ6eAyvHuK6hKxQ2yBJY8p0v3vGiVT1Y20&e=
>>>>>
>>>>
>>
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