.lower_ffma = true,
.lower_fpow = true,
.lower_mul_2x32_64 = true,
+ .lower_rotate = true,
.max_unroll_iterations = 32
};
.lower_ldexp = true,
.lower_mul_high = true,
.lower_wpos_pntc = true,
+ .lower_rotate = true,
};
/**
.lower_bitfield_insert_to_shifts = true,
.lower_bitfield_extract_to_shifts = true,
.use_interpolated_input_intrinsics = true,
+ .lower_rotate = true,
};
/* we don't want to lower vertex_id to _zero_based on newer gpus: */
.lower_bitfield_insert_to_shifts = true,
.lower_bitfield_extract_to_shifts = true,
.use_interpolated_input_intrinsics = true,
+ .lower_rotate = true,
};
const nir_shader_compiler_options *
.lower_all_io_to_temps = true,
.vertex_id_zero_based = true, /* its not implemented anyway */
.lower_bitshift = true,
+ .lower_rotate = true,
};
const nir_shader_compiler_options *
/* could be implemented by clamp */
.lower_fsat = true,
.lower_bitshift = true,
+ .lower_rotate = true,
};
static const nir_shader_compiler_options fs_nir_options = {
.lower_flrp32 = true,
.lower_flrp64 = true,
.lower_fsign = true,
+ .lower_rotate = true,
};
const void *
.lower_extract_word = true,
.lower_all_io_to_temps = false,
.lower_cs_local_index_from_id = true,
+ .lower_rotate = true,
.use_interpolated_input_intrinsics = true,
.max_unroll_iterations = 32,
};
.vertex_id_zero_based = true,
.lower_extract_byte = true,
.lower_extract_word = true,
+ .lower_rotate = true,
.lower_doubles_options = nir_lower_dmod,
.lower_unpack_unorm_4x8 = true,
.lower_extract_byte = true,
.lower_extract_word = true,
+ .lower_rotate = true,
.optimize_sample_mask_in = true,
.max_unroll_iterations = 32,
};
.lower_fsqrt = true,
.lower_ldexp = true,
.lower_negate = true,
+ .lower_rotate = true,
.max_unroll_iterations = 32,
};