[Mesa-dev] [PATCH] i965/compiler: Clean up GLSL compiler option setup
Jordan Justen
jordan.l.justen at intel.com
Mon Sep 21 12:21:12 PDT 2015
Reviewed-by: Jordan Justen <jordan.l.justen at intel.com>
On 2015-09-21 11:24:59, Jason Ekstrand wrote:
> The only functional change here is that we now set EmitNoIndirectOutput and
> EmitNoIndirectTemp for compute shaders. Compute shaders don't have outputs
> per-se and we should have been setting EmitNoIndirectTemp all along.
> ---
> src/mesa/drivers/dri/i965/brw_shader.cpp | 46 ++++++++++++++------------------
> 1 file changed, 20 insertions(+), 26 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp
> index eed73fb..c311a03 100644
> --- a/src/mesa/drivers/dri/i965/brw_shader.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
> @@ -115,41 +115,35 @@ brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
> compiler->glsl_compiler_options[i].EmitNoNoise = true;
> compiler->glsl_compiler_options[i].EmitNoMainReturn = true;
> compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
> - compiler->glsl_compiler_options[i].EmitNoIndirectOutput =
> - (i == MESA_SHADER_FRAGMENT);
> - compiler->glsl_compiler_options[i].EmitNoIndirectTemp =
> - (i == MESA_SHADER_FRAGMENT);
> compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
> compiler->glsl_compiler_options[i].LowerClipDistance = true;
>
> + bool is_scalar;
> + switch (i) {
> + case MESA_SHADER_FRAGMENT:
> + case MESA_SHADER_COMPUTE:
> + is_scalar = true;
> + break;
> + case MESA_SHADER_VERTEX:
> + is_scalar = compiler->scalar_vs;
> + break;
> + default:
> + is_scalar = false;
> + break;
> + }
> +
> + compiler->glsl_compiler_options[i].EmitNoIndirectOutput = is_scalar;
> + compiler->glsl_compiler_options[i].EmitNoIndirectTemp = is_scalar;
> + compiler->glsl_compiler_options[i].OptimizeForAOS = !is_scalar;
> +
> /* !ARB_gpu_shader5 */
> if (devinfo->gen < 7)
> compiler->glsl_compiler_options[i].EmitNoIndirectSampler = true;
> - }
>
> - compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = true;
> - compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
> -
> - if (compiler->scalar_vs || brw_env_var_as_boolean("INTEL_USE_NIR", 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;
> - compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = false;
> - }
> -
> - compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions = nir_options;
> - }
> -
> - if (brw_env_var_as_boolean("INTEL_USE_NIR", true)) {
> - compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].NirOptions = nir_options;
> + if (is_scalar || brw_env_var_as_boolean("INTEL_USE_NIR", true))
> + compiler->glsl_compiler_options[i].NirOptions = nir_options;
> }
>
> - compiler->glsl_compiler_options[MESA_SHADER_FRAGMENT].NirOptions = nir_options;
> - compiler->glsl_compiler_options[MESA_SHADER_COMPUTE].NirOptions = nir_options;
> -
> return compiler;
> }
>
> --
> 2.5.0.400.gff86faf
>
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