[Mesa-dev] [PATCH 04/27] glsl: add basic arb_gpu_shader_int64 types

Ian Romanick idr at freedesktop.org
Wed Jun 29 22:26:03 UTC 2016


On 06/20/2016 02:02 PM, Dave Airlie wrote:
> On 21 June 2016 at 04:29, Ian Romanick <idr at freedesktop.org> wrote:
>> I sent feedback for this patch the first time. :)
>>
>> https://lists.freedesktop.org/archives/mesa-dev/2016-June/119945.html
> 
> This reply for some reason isn't in my inbox at all. Not sure what ate it.
> 
> To address the comments in it:
> 
> Keeping the types together: NAK, we currently store 2-bits in
> sampled_type which while wrong I don't feel like changing as part
> of this series. Those two bits are enough to store int/uint/float. So
> I'm open to reviewing follow on patches to making sampled_type
> larger if people want it. The only place anyone does <= comparisons
> is in the is_numeric bit. Really anyone doing that should be caught
> in review as it's clearly not a great idea.

That makes sense, but also yuk. :(  When we get support for 8-bit and
16-bit types, this "little" check function is going to get ugly.

> I fixed the GLSL version checks, thanks.
> I fixed the spacing for Matt, thanks.
> 
> is_integer_32_64 is needed in IR validation where there are lots
> of places we only allows 32-bit integer operations. I felt it was easier
> to explicitly mark 64-bit validity as it's easy to compare to spec.

I haven't dug deeply enough into the rest of the series, but I'll buy
that.  We may still want to rename things (somehow) so that it doesn't
get too messy with 8-bit and 16-bit.  I never want to type
is_integer_8_16_32_64 ever again. :)

> Dave.



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