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<MoeIcenowy>
simon-perretta-img: for hardcoded shaders, I think they might be generic enough, so okayish to exist now?
<MoeIcenowy>
and for things like idfwdf, is there any way to describe it in a vendor-neutral way? add some nir intrinsics?
<simon-perretta-img>
MoeIcenowy: Upstream have said from when we started contributing that they explicitly don't want hardcoded shaders/binary blobs/etc. merged, so we can't merge those
<MoeIcenowy>
okay
<simon-perretta-img>
I've separated out the hardcoded things into a single commit which I'll stick onto dev/bxs in the meantime though, so that can locally be cherrypicked onto main while the unhardcoding work is ongoing
<simon-perretta-img>
idfwdf is pretty much just a memory store + texture reads so it shouldn't be too bad; we're aiming to have the unhardcoded bits completed and merged prior to rc4 so they can make it into 25.2
<MoeIcenowy>
oh looks like clc can just use nir intrinics?
<MoeIcenowy>
this sounds good
<simon-perretta-img>
Yeah, it's pretty neat
<simon-perretta-img>
Some shaders are still going to stay as NIR for now, as I've not yet managed to figure out if there's either a non-insane way to use load_input/store_output intrinsics with clc for fs/vs, or if there's an existing glsl precomp tool similar to clc (or something else entirely)
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