<feed xmlns='http://www.w3.org/2005/Atom'>
<title>external_mesa3d, branch replicant-11</title>
<subtitle>Mesa for Android
</subtitle>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant-next/external_mesa3d/'/>
<entry>
<title>HACK: Support for Android-Q</title>
<updated>2020-11-16T20:58:52+00:00</updated>
<author>
<name>Roman Stratiienko</name>
<email>r.stratiienko@gmail.com</email>
</author>
<published>2020-07-16T02:34:22+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant-next/external_mesa3d/commit/?id=ed50514f538360417a527e3d6590473b37432ac4'/>
<id>ed50514f538360417a527e3d6590473b37432ac4</id>
<content type='text'>
Starting from Android-10 Google uses bundled python instead of native,
but it lacks of mako module that is required to build mesa.
Use native python instead by overriding PATH environment variable.

Signed-off-by: Roman Stratiienko &lt;r.stratiienko@gmail.com&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Starting from Android-10 Google uses bundled python instead of native,
but it lacks of mako module that is required to build mesa.
Use native python instead by overriding PATH environment variable.

Signed-off-by: Roman Stratiienko &lt;r.stratiienko@gmail.com&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>ci: update the list of expected failures for RADV</title>
<updated>2020-11-15T16:49:47+00:00</updated>
<author>
<name>Samuel Pitoiset</name>
<email>samuel.pitoiset@gmail.com</email>
</author>
<published>2020-11-15T09:03:05+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant-next/external_mesa3d/commit/?id=6925c031e0e6420baf7f046e3100d6ca4c6d55e1'/>
<id>6925c031e0e6420baf7f046e3100d6ca4c6d55e1</id>
<content type='text'>
Against vulkan-cts-1.2.4.1.

Signed-off-by: Samuel Pitoiset &lt;samuel.pitoiset@gmail.com&gt;
Acked-by: Bas Nieuwenhuizen &lt;bas@basnieuwenhuizen.nl&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7626&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Against vulkan-cts-1.2.4.1.

Signed-off-by: Samuel Pitoiset &lt;samuel.pitoiset@gmail.com&gt;
Acked-by: Bas Nieuwenhuizen &lt;bas@basnieuwenhuizen.nl&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7626&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>ci: update the list of skipped tests for RAVEN</title>
<updated>2020-11-15T16:49:47+00:00</updated>
<author>
<name>Samuel Pitoiset</name>
<email>samuel.pitoiset@gmail.com</email>
</author>
<published>2020-11-15T14:35:59+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant-next/external_mesa3d/commit/?id=2ad0142db2483d444b5289d30d52922eefe93a8e'/>
<id>2ad0142db2483d444b5289d30d52922eefe93a8e</id>
<content type='text'>
The list of default skipped tests should also be included.

Signed-off-by: Samuel Pitoiset &lt;samuel.pitoiset@gmail.com&gt;
Acked-by: Bas Nieuwenhuizen &lt;bas@basnieuwenhuizen.nl&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7626&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The list of default skipped tests should also be included.

Signed-off-by: Samuel Pitoiset &lt;samuel.pitoiset@gmail.com&gt;
Acked-by: Bas Nieuwenhuizen &lt;bas@basnieuwenhuizen.nl&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7626&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>radv: Use internal drm_fourcc.h</title>
<updated>2020-11-15T15:30:43+00:00</updated>
<author>
<name>Bas Nieuwenhuizen</name>
<email>bas@basnieuwenhuizen.nl</email>
</author>
<published>2020-11-14T15:39:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant-next/external_mesa3d/commit/?id=a4dc4ece6303cc548fcdd29b2851ee2be6454f1c'/>
<id>a4dc4ece6303cc548fcdd29b2851ee2be6454f1c</id>
<content type='text'>
Fixes: 0833dd7d124 "amd/common: Add support for modifiers."
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3794
̀Reviewed-by: Samuel Pitoiset &lt;samuel.pitoiset@gmail.com&gt;

Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7619&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Fixes: 0833dd7d124 "amd/common: Add support for modifiers."
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3794
̀Reviewed-by: Samuel Pitoiset &lt;samuel.pitoiset@gmail.com&gt;

Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7619&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>etnaviv: nir: do not run opt loop after nir_lower_bool_xxx(..)</title>
<updated>2020-11-15T13:14:15+00:00</updated>
<author>
<name>Christian Gmeiner</name>
<email>christian.gmeiner@gmail.com</email>
</author>
<published>2020-11-15T10:56:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant-next/external_mesa3d/commit/?id=9b6516ac249ee479b78e399e1a54a293e53e9676'/>
<id>9b6516ac249ee479b78e399e1a54a293e53e9676</id>
<content type='text'>
Running the optimizations after bool to float/int lowering is not going
to work. Large portions of NIR are likely to blow up if they see
floats/ints in weird places. Most of the bool-&gt;float/int conversions
are direct instruction substitutions and it's not going to leave a lot
of garbage around to optimize.

Fixes nir.h:261: nir_const_value_as_bool: Assertion `i == 0 || i == -1' failed
dEQP-GLES2.functional.shaders.loops.while_constant_iterations.no_iterations_vertex

Here are shader-db results for GC2000:

instructions HURT:   shaders/tesseract/488.shader_test FRAG:           516 -&gt; 524 (1.55%)
instructions HURT:   shaders/tesseract/491.shader_test FRAG:           248 -&gt; 260 (4.84%)
instructions HURT:   shaders/tesseract/494.shader_test FRAG:           244 -&gt; 256 (4.92%)
instructions HURT:   shaders/tesseract/238.shader_test FRAG:           232 -&gt; 244 (5.17%)
instructions HURT:   shaders/tesseract/241.shader_test FRAG:           232 -&gt; 244 (5.17%)
instructions HURT:   shaders/tesseract/127.shader_test FRAG:           76 -&gt; 80 (5.26%)
instructions HURT:   shaders/tesseract/130.shader_test FRAG:           148 -&gt; 156 (5.41%)
instructions HURT:   shaders/tesseract/226.shader_test FRAG:           192 -&gt; 204 (6.25%)
instructions HURT:   shaders/tesseract/229.shader_test FRAG:           192 -&gt; 204 (6.25%)
instructions HURT:   shaders/tesseract/217.shader_test FRAG:           152 -&gt; 164 (7.89%)
instructions HURT:   shaders/tesseract/214.shader_test FRAG:           152 -&gt; 164 (7.89%)
instructions HURT:   shaders/tesseract/205.shader_test FRAG:           112 -&gt; 124 (10.71%)
instructions HURT:   shaders/tesseract/202.shader_test FRAG:           112 -&gt; 124 (10.71%)
instructions HURT:   shaders/tesseract/169.shader_test FRAG:           32 -&gt; 36 (12.50%)
instructions HURT:   shaders/tesseract/166.shader_test FRAG:           32 -&gt; 36 (12.50%)
instructions HURT:   shaders/deqp_gles3/61312.shader_test FRAG:        448 -&gt; 508 (13.39%)
instructions HURT:   shaders/deqp_gles3/61309.shader_test FRAG:        448 -&gt; 508 (13.39%)
instructions HURT:   shaders/deqp_gles3/61324.shader_test FRAG:        448 -&gt; 508 (13.39%)
instructions HURT:   shaders/tesseract/118.shader_test FRAG:           28 -&gt; 32 (14.29%)
instructions HURT:   shaders/tesseract/181.shader_test FRAG:           52 -&gt; 60 (15.38%)
instructions HURT:   shaders/tesseract/178.shader_test FRAG:           52 -&gt; 60 (15.38%)
instructions HURT:   shaders/tesseract/121.shader_test FRAG:           52 -&gt; 60 (15.38%)
instructions HURT:   shaders/tesseract/193.shader_test FRAG:           72 -&gt; 84 (16.67%)
instructions HURT:   shaders/tesseract/190.shader_test FRAG:           72 -&gt; 84 (16.67%)

total instructions in shared programs: 64220 -&gt; 64572 (0.55%)
instructions in affected programs: 4924 -&gt; 5276 (7.15%)
helped: 5
HURT: 24
helped stats (abs) min: 4 max: 8 x̄: 5.60 x̃: 4
helped stats (rel) min: 4.35% max: 5.41% x̄: 4.72% x̃: 4.35%
HURT stats (abs)   min: 4 max: 60 x̄: 15.83 x̃: 12
HURT stats (rel)   min: 1.55% max: 16.67% x̄: 10.04% x̃: 10.71%
95% mean confidence interval for instructions value: 5.39 18.89
95% mean confidence interval for instructions %-change: 4.81% 10.18%
Instructions are HURT.

total temps in shared programs: 2514 -&gt; 2512 (-0.08%)
temps in affected programs: 9 -&gt; 7 (-22.22%)
helped: 2
HURT: 0

Cc: &lt;mesa-stable@lists.freedesktop.org&gt;
Signed-off-by: Christian Gmeiner &lt;christian.gmeiner@gmail.com&gt;
Reviewed-by: Lucas Stach &lt;l.stach@pengutronix.de&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7624&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Running the optimizations after bool to float/int lowering is not going
to work. Large portions of NIR are likely to blow up if they see
floats/ints in weird places. Most of the bool-&gt;float/int conversions
are direct instruction substitutions and it's not going to leave a lot
of garbage around to optimize.

Fixes nir.h:261: nir_const_value_as_bool: Assertion `i == 0 || i == -1' failed
dEQP-GLES2.functional.shaders.loops.while_constant_iterations.no_iterations_vertex

Here are shader-db results for GC2000:

instructions HURT:   shaders/tesseract/488.shader_test FRAG:           516 -&gt; 524 (1.55%)
instructions HURT:   shaders/tesseract/491.shader_test FRAG:           248 -&gt; 260 (4.84%)
instructions HURT:   shaders/tesseract/494.shader_test FRAG:           244 -&gt; 256 (4.92%)
instructions HURT:   shaders/tesseract/238.shader_test FRAG:           232 -&gt; 244 (5.17%)
instructions HURT:   shaders/tesseract/241.shader_test FRAG:           232 -&gt; 244 (5.17%)
instructions HURT:   shaders/tesseract/127.shader_test FRAG:           76 -&gt; 80 (5.26%)
instructions HURT:   shaders/tesseract/130.shader_test FRAG:           148 -&gt; 156 (5.41%)
instructions HURT:   shaders/tesseract/226.shader_test FRAG:           192 -&gt; 204 (6.25%)
instructions HURT:   shaders/tesseract/229.shader_test FRAG:           192 -&gt; 204 (6.25%)
instructions HURT:   shaders/tesseract/217.shader_test FRAG:           152 -&gt; 164 (7.89%)
instructions HURT:   shaders/tesseract/214.shader_test FRAG:           152 -&gt; 164 (7.89%)
instructions HURT:   shaders/tesseract/205.shader_test FRAG:           112 -&gt; 124 (10.71%)
instructions HURT:   shaders/tesseract/202.shader_test FRAG:           112 -&gt; 124 (10.71%)
instructions HURT:   shaders/tesseract/169.shader_test FRAG:           32 -&gt; 36 (12.50%)
instructions HURT:   shaders/tesseract/166.shader_test FRAG:           32 -&gt; 36 (12.50%)
instructions HURT:   shaders/deqp_gles3/61312.shader_test FRAG:        448 -&gt; 508 (13.39%)
instructions HURT:   shaders/deqp_gles3/61309.shader_test FRAG:        448 -&gt; 508 (13.39%)
instructions HURT:   shaders/deqp_gles3/61324.shader_test FRAG:        448 -&gt; 508 (13.39%)
instructions HURT:   shaders/tesseract/118.shader_test FRAG:           28 -&gt; 32 (14.29%)
instructions HURT:   shaders/tesseract/181.shader_test FRAG:           52 -&gt; 60 (15.38%)
instructions HURT:   shaders/tesseract/178.shader_test FRAG:           52 -&gt; 60 (15.38%)
instructions HURT:   shaders/tesseract/121.shader_test FRAG:           52 -&gt; 60 (15.38%)
instructions HURT:   shaders/tesseract/193.shader_test FRAG:           72 -&gt; 84 (16.67%)
instructions HURT:   shaders/tesseract/190.shader_test FRAG:           72 -&gt; 84 (16.67%)

total instructions in shared programs: 64220 -&gt; 64572 (0.55%)
instructions in affected programs: 4924 -&gt; 5276 (7.15%)
helped: 5
HURT: 24
helped stats (abs) min: 4 max: 8 x̄: 5.60 x̃: 4
helped stats (rel) min: 4.35% max: 5.41% x̄: 4.72% x̃: 4.35%
HURT stats (abs)   min: 4 max: 60 x̄: 15.83 x̃: 12
HURT stats (rel)   min: 1.55% max: 16.67% x̄: 10.04% x̃: 10.71%
95% mean confidence interval for instructions value: 5.39 18.89
95% mean confidence interval for instructions %-change: 4.81% 10.18%
Instructions are HURT.

total temps in shared programs: 2514 -&gt; 2512 (-0.08%)
temps in affected programs: 9 -&gt; 7 (-22.22%)
helped: 2
HURT: 0

Cc: &lt;mesa-stable@lists.freedesktop.org&gt;
Signed-off-by: Christian Gmeiner &lt;christian.gmeiner@gmail.com&gt;
Reviewed-by: Lucas Stach &lt;l.stach@pengutronix.de&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7624&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>v3dv/pipeline: take into account precision for the output_type</title>
<updated>2020-11-14T15:59:02+00:00</updated>
<author>
<name>Alejandro Piñeiro</name>
<email>apinheiro@igalia.com</email>
</author>
<published>2020-11-10T11:33:37+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant-next/external_mesa3d/commit/?id=035e21e780205bef4d922f4ae346f284397247de'/>
<id>035e21e780205bef4d922f4ae346f284397247de</id>
<content type='text'>
By default we are using 32bit output type for texture operations,
16bit for shadow.

With this commit we also use the precision info from the sampler (that
is assigned if SPIR-V uses RelaxedPrecision decorator), in order to
use 16bit.

This is a first step as only take into account the precision of the
deref_vars used on the texture operation.

But the decoration can be also applied to other cases, like the result
of the operation. That means that there are ways to infer that the
texture operation can operate at relaxed precision. Those cases would
be handled on following patches.

v2:
    * Add directly the return_size on the descriptor_map, instead of
      shadow/relaxed_precision.
    * Check relaxed precision for images too (Iago)
    * Handle the return size for the default sampler

v3:
    * Handle different output size for the case of not having a sampler.
    * Comment fixes (Iago)

Reviewed-by: Iago Toral Quiroga &lt;itoral@igalia.com&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
By default we are using 32bit output type for texture operations,
16bit for shadow.

With this commit we also use the precision info from the sampler (that
is assigned if SPIR-V uses RelaxedPrecision decorator), in order to
use 16bit.

This is a first step as only take into account the precision of the
deref_vars used on the texture operation.

But the decoration can be also applied to other cases, like the result
of the operation. That means that there are ways to infer that the
texture operation can operate at relaxed precision. Those cases would
be handled on following patches.

v2:
    * Add directly the return_size on the descriptor_map, instead of
      shadow/relaxed_precision.
    * Check relaxed precision for images too (Iago)
    * Handle the return size for the default sampler

v3:
    * Handle different output size for the case of not having a sampler.
    * Comment fixes (Iago)

Reviewed-by: Iago Toral Quiroga &lt;itoral@igalia.com&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>v3dv: remove combined_idx support</title>
<updated>2020-11-14T15:59:02+00:00</updated>
<author>
<name>Alejandro Piñeiro</name>
<email>apinheiro@igalia.com</email>
</author>
<published>2020-11-10T21:11:11+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant-next/external_mesa3d/commit/?id=7da854e1864f61d821dc51ef0dba8b465d67ee4a'/>
<id>7da854e1864f61d821dc51ef0dba8b465d67ee4a</id>
<content type='text'>
Now that the v3d compiler has support for separated texture and
sampler indices, we can stop to combine them. Again, that's what
Vulkan allows after all.

As we are doing this we can't use anymore the texture format (coming
from the texture) to chose the return size (that is a sampling
parameter). We default for 32, and just go to 16 for shadow. We plan
to use SPIR-V RelaxedPrecision to use in more cases 16 bit. We would
do that on following patches.

v2 (from Iago feedback):
   * Fix typos/bad grammar on comments.
   * Move tex/sampler number assert to before the loop that fills
     tex/sampler info.

Reviewed-by: Iago Toral Quiroga &lt;itoral@igalia.com&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Now that the v3d compiler has support for separated texture and
sampler indices, we can stop to combine them. Again, that's what
Vulkan allows after all.

As we are doing this we can't use anymore the texture format (coming
from the texture) to chose the return size (that is a sampling
parameter). We default for 32, and just go to 16 for shadow. We plan
to use SPIR-V RelaxedPrecision to use in more cases 16 bit. We would
do that on following patches.

v2 (from Iago feedback):
   * Fix typos/bad grammar on comments.
   * Move tex/sampler number assert to before the loop that fills
     tex/sampler info.

Reviewed-by: Iago Toral Quiroga &lt;itoral@igalia.com&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>broadcom/compiler: separate texture/sampler info from v3d_key</title>
<updated>2020-11-14T15:59:02+00:00</updated>
<author>
<name>Alejandro Piñeiro</name>
<email>apinheiro@igalia.com</email>
</author>
<published>2020-11-10T21:05:10+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant-next/external_mesa3d/commit/?id=429c33641275e02b17351ab24a693f2469cc36f3'/>
<id>429c33641275e02b17351ab24a693f2469cc36f3</id>
<content type='text'>
So far the v3d compiler has them combined, as for OpenGL both are the
same. This change is intended to fit the v3d compiler better with
Vulkan, where they are separate concepts.

Note that NIR has them separate for a long time, both on nir_variable
and on some NIR lowerings.

v2: (from Iago feedback)
    * Use key-&gt;num_tex/sampler_used to iterate through the array
    * Fill up num_samplers_used on v3d, assert that is the same that
      num_tex_used if possible.

v3: (Iago)
    * Assert num_tex/samplers_used is smaller that tex/sampler array size.

v4: Update assert mentioned on v3 to use &lt;= instead of &lt; (detected by CI)

Reviewed-by: Iago Toral Quiroga &lt;itoral@igalia.com&gt;

squash! broadcom/compiler: separate texture/sampler info from v3d_key

Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
So far the v3d compiler has them combined, as for OpenGL both are the
same. This change is intended to fit the v3d compiler better with
Vulkan, where they are separate concepts.

Note that NIR has them separate for a long time, both on nir_variable
and on some NIR lowerings.

v2: (from Iago feedback)
    * Use key-&gt;num_tex/sampler_used to iterate through the array
    * Fill up num_samplers_used on v3d, assert that is the same that
      num_tex_used if possible.

v3: (Iago)
    * Assert num_tex/samplers_used is smaller that tex/sampler array size.

v4: Update assert mentioned on v3 to use &lt;= instead of &lt; (detected by CI)

Reviewed-by: Iago Toral Quiroga &lt;itoral@igalia.com&gt;

squash! broadcom/compiler: separate texture/sampler info from v3d_key

Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>v3dv: cleanup/remove support for pre-generated variants</title>
<updated>2020-11-14T15:59:02+00:00</updated>
<author>
<name>Alejandro Piñeiro</name>
<email>apinheiro@igalia.com</email>
</author>
<published>2020-11-10T21:31:05+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant-next/external_mesa3d/commit/?id=1fe52af61a4e7bf17ea6a37159b1fe1dab850b1b'/>
<id>1fe52af61a4e7bf17ea6a37159b1fe1dab850b1b</id>
<content type='text'>
In preparation to the changes that would allow to not need them.

It is worth to note that it is likely (we have some ideas in mind)
that we would need to bring back pre-generate variants on the
future. The approach is slightly different on v3dv_pipeline vs
v3dv_cmd_buffer:

  * v3dv_pipeline: even after the clean-up, we had code for all the
    functions they have, even if they were doing less things
    (specifically, a second shader variant), so they still make sense
    on their own, and serve as template for adding support of multiple
    pre-generated shader variants in the future.

  * v3dv_cmd_buffer: as we really don't need to fill up the key with
    some after-pipeline data, we would end with some functions empty
    (specifically cmd_buffer_populate_v3d_key). Even as a placeholder,
    that would be odd. Additionally the current code has a lot of
    boilerplate code (functions to fill up vs, cs and fs keys are
    basically the same), and we already have in mind refactor them. So
    it would be better to remove all of them, instead of keeping
    around some code we would not be happy with. If in the future we
    pregenerate more that one variant, hopefully the new code to chose
    between them would be better.

v2: clarify the commit message, and fix typos on the comments (Iago)

Reviewed-by: Iago Toral Quiroga &lt;itoral@igalia.com&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545&gt;
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
In preparation to the changes that would allow to not need them.

It is worth to note that it is likely (we have some ideas in mind)
that we would need to bring back pre-generate variants on the
future. The approach is slightly different on v3dv_pipeline vs
v3dv_cmd_buffer:

  * v3dv_pipeline: even after the clean-up, we had code for all the
    functions they have, even if they were doing less things
    (specifically, a second shader variant), so they still make sense
    on their own, and serve as template for adding support of multiple
    pre-generated shader variants in the future.

  * v3dv_cmd_buffer: as we really don't need to fill up the key with
    some after-pipeline data, we would end with some functions empty
    (specifically cmd_buffer_populate_v3d_key). Even as a placeholder,
    that would be odd. Additionally the current code has a lot of
    boilerplate code (functions to fill up vs, cs and fs keys are
    basically the same), and we already have in mind refactor them. So
    it would be better to remove all of them, instead of keeping
    around some code we would not be happy with. If in the future we
    pregenerate more that one variant, hopefully the new code to chose
    between them would be better.

v2: clarify the commit message, and fix typos on the comments (Iago)

Reviewed-by: Iago Toral Quiroga &lt;itoral@igalia.com&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>nir/lower_tex: clarify nir_lower_tex_options indexing</title>
<updated>2020-11-14T15:59:02+00:00</updated>
<author>
<name>Alejandro Piñeiro</name>
<email>apinheiro@igalia.com</email>
</author>
<published>2020-10-28T11:59:24+00:00</published>
<link rel='alternate' type='text/html' href='https://git.replicant.us/replicant-next/external_mesa3d/commit/?id=5169dfd1fdeb8dee2f621b45ca73093b88f0296d'/>
<id>5169dfd1fdeb8dee2f621b45ca73093b88f0296d</id>
<content type='text'>
This doesn't matter too much on OpenGL as texture id and sampler id
are the same, but become relevant if using the lowering for Vulkan.

Reviewed-by: Iago Toral Quiroga &lt;itoral@igalia.com&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545&gt;
</content>
<content type='xhtml'>
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<pre>
This doesn't matter too much on OpenGL as texture id and sampler id
are the same, but become relevant if using the lowering for Vulkan.

Reviewed-by: Iago Toral Quiroga &lt;itoral@igalia.com&gt;
Part-of: &lt;https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7545&gt;
</pre>
</div>
</content>
</entry>
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