.use_interpolated_input_intrinsics = true,
.lower_rotate = true,
.lower_to_scalar = true,
+ .has_imul24 = true,
};
/* we don't want to lower vertex_id to _zero_based on newer gpus: */
.lower_rotate = true,
.vectorize_io = true,
.lower_to_scalar = true,
+ .has_imul24 = true,
};
const nir_shader_compiler_options *
* NOTE that UBO analysis pass should only be done once, before variants
*/
const bool ubo_progress = !key && OPT(s, ir3_nir_analyze_ubo_ranges, shader);
- const bool idiv_progress = OPT(s, nir_lower_idiv);
+ const bool idiv_progress = OPT(s, nir_lower_idiv, nir_lower_idiv_fast);
if (ubo_progress || idiv_progress)
ir3_optimize_loop(s);