}
break;
- case SHADER_OPCODE_RCP:
- /* The hardware doesn't do math on immediate values
- * (because why are you doing that, seriously?), but
- * the correct answer is to just constant fold it
- * anyway.
- */
- assert(i == 0);
- if (inst->src[0].f != 0.0f) {
- inst->opcode = BRW_OPCODE_MOV;
- inst->src[0] = val;
- inst->src[0].f = 1.0f / inst->src[0].f;
- progress = true;
- }
- break;
-
case SHADER_OPCODE_UNTYPED_ATOMIC:
case SHADER_OPCODE_UNTYPED_SURFACE_READ:
case SHADER_OPCODE_UNTYPED_SURFACE_WRITE: