[Mesa-dev] [PATCH v2 02/78] i965/nir/vec4: Select between new nir_vec4 or current vec4_visitor code-paths
Eduardo Lima Mitev
elima at igalia.com
Sun Jul 26 13:40:24 PDT 2015
On 07/23/2015 11:25 PM, Jason Ekstrand wrote:
> On Thu, Jul 23, 2015 at 3:16 AM, Eduardo Lima Mitev <elima at igalia.com> wrote:
>> The NIR->vec4 pass will be activated if both the following conditions are met:
>>
>> * INTEL_USE_NIR environment variable is defined and is positive (1 or true)
>> * The stage is vertex shader (support for geometry shaders and
>> ARB_vertex_program will be added later).
>> ---
>> src/mesa/drivers/dri/i965/brw_shader.cpp | 14 ++++++++------
>> src/mesa/drivers/dri/i965/brw_vec4.cpp | 18 ++++++++++++++----
>> 2 files changed, 22 insertions(+), 10 deletions(-)
>>
>> diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp
>> index 9d60543..cb04d8a 100644
>> --- a/src/mesa/drivers/dri/i965/brw_shader.cpp
>> +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
>> @@ -122,12 +122,14 @@ brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
>> compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = true;
>> compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
>>
>> - if (compiler->scalar_vs) {
>> - /* If we're using the scalar backend for vertex shaders, we need to
>> - * configure these accordingly.
>> - */
>> - compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectOutput = true;
>> - compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
>> + if (compiler->scalar_vs || brw_env_var_as_boolean("INTEL_USE_NIR", false)) {
>> + if (compiler->scalar_vs) {
>> + /* If we're using the scalar backend for vertex shaders, we need to
>> + * configure these accordingly.
>> + */
>> + compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectOutput = true;
>> + compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
>> + }
>> compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = false;
>>
>> compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions = nir_options;
>> diff --git a/src/mesa/drivers/dri/i965/brw_vec4.cpp b/src/mesa/drivers/dri/i965/brw_vec4.cpp
>> index 53270fb..ce04f1b 100644
>> --- a/src/mesa/drivers/dri/i965/brw_vec4.cpp
>> +++ b/src/mesa/drivers/dri/i965/brw_vec4.cpp
>> @@ -1709,6 +1709,9 @@ vec4_visitor::emit_shader_time_write(int shader_time_subindex, src_reg value)
>> bool
>> vec4_visitor::run(gl_clip_plane *clip_planes)
>> {
>> + bool use_vec4_nir =
>> + compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions != NULL;
>> +
>> sanity_param_count = prog->Parameters->NumParameters;
>>
>> if (shader_time_index >= 0)
>> @@ -1718,11 +1721,18 @@ vec4_visitor::run(gl_clip_plane *clip_planes)
>>
>> emit_prolog();
>>
>> - /* Generate VS IR for main(). (the visitor only descends into
>> - * functions called "main").
>> - */
>> if (shader) {
>> - visit_instructions(shader->base.ir);
>> + if (use_vec4_nir) {
>
> We could put the compiler_options[].NirOptions check here. I don't
> care too much though.
>
Yes, the extra variable is not necessary at this point, but later on in
the series we have the patch
http://lists.freedesktop.org/archives/mesa-dev/2015-July/089653.html
which uses the bool variable again in the same method. Hence, I think we
can leave it there if you don't feel strongly about it. Otherwise, we
can introduce the variable in the later commit where the condition is
needed again.
>> + assert(prog->nir != NULL);
>> + emit_nir_code();
>> + if (failed)
>> + return false;
>> + } else {
>> + /* Generate VS IR for main(). (the visitor only descends into
>> + * functions called "main").
>> + */
>> + visit_instructions(shader->base.ir);
>> + }
>> } else {
>> emit_program_code();
>> }
>> --
>> 2.1.4
>>
>> _______________________________________________
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>> mesa-dev at lists.freedesktop.org
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>
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