Mesa (master): i965: make use of nir_lower_returns() for GL
Timothy Arceri
tarceri at kemper.freedesktop.org
Thu Dec 22 23:59:44 UTC 2016
Module: Mesa
Branch: master
Commit: 3321eb4c368e673c8d9561ea126a4672825828b1
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=3321eb4c368e673c8d9561ea126a4672825828b1
Author: Timothy Arceri <timothy.arceri at collabora.com>
Date: Fri Dec 9 16:49:10 2016 +1100
i965: make use of nir_lower_returns() for GL
Fixes two new piglit tests:
spec/glsl-1.10/execution/vs-nested-return-sibling-loop.shader_test
spec/glsl-1.10/execution/vs-nested-return-sibling-loop2.shader_test
shader-db results for BDW:
total instructions in shared programs: 12903158 -> 12903134 (-0.00%)
instructions in affected programs: 27100 -> 27076 (-0.09%)
helped: 32
HURT: 6
total cycles in shared programs: 294922518 -> 294922804 (0.00%)
cycles in affected programs: 4372828 -> 4373114 (0.01%)
helped: 31
HURT: 8
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/mesa/drivers/dri/i965/brw_link.cpp | 6 ------
src/mesa/drivers/dri/i965/brw_program.c | 2 ++
2 files changed, 2 insertions(+), 6 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp b/src/mesa/drivers/dri/i965/brw_link.cpp
index 0d8a626..60eb8dc 100644
--- a/src/mesa/drivers/dri/i965/brw_link.cpp
+++ b/src/mesa/drivers/dri/i965/brw_link.cpp
@@ -145,12 +145,6 @@ process_glsl_ir(struct brw_context *brw,
brw_do_vector_splitting(shader->ir);
}
- progress = do_lower_jumps(shader->ir, true, true,
- true, /* main return */
- false, /* continue */
- false /* loops */
- ) || progress;
-
progress = do_common_optimization(shader->ir, true, true,
options, ctx->Const.NativeIntegers) || progress;
} while (progress);
diff --git a/src/mesa/drivers/dri/i965/brw_program.c b/src/mesa/drivers/dri/i965/brw_program.c
index 7f69977..fa54c2a 100644
--- a/src/mesa/drivers/dri/i965/brw_program.c
+++ b/src/mesa/drivers/dri/i965/brw_program.c
@@ -78,6 +78,8 @@ brw_create_nir(struct brw_context *brw,
if (shader_prog) {
nir = glsl_to_nir(shader_prog, stage, options);
nir_remove_dead_variables(nir, nir_var_shader_in | nir_var_shader_out);
+ nir_lower_returns(nir);
+ nir_validate_shader(nir);
NIR_PASS_V(nir, nir_lower_io_to_temporaries,
nir_shader_get_entrypoint(nir), true, false);
} else {
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