[Mesa-dev] [PATCH 00/28] i965/blorp: Use NIR for compiling shaders

Kenneth Graunke kenneth at whitecape.org
Sat May 14 20:32:10 UTC 2016


On Tuesday, May 10, 2016 4:16:20 PM PDT Jason Ekstrand wrote:
> When Paul originally wrote blorp he hand-rolled a shader builder that
> builds i965 shaders directly.  This has caused headaches because every time
> we make a change to the back-end compiler, we have to update blorp.  NIR on
> the other hand tends to be more stable at this point since it has many
> different users all across mesa.
> 
> Using NIR also means that we get decent optimizations, register allocation,
> and scheduling.  The original blorp codegen code tried fairly hard to emit
> reasonably efficient code in that it didn't do more work than needed but it
> was fairly naieve when it came to register allocation and scheduling.
> Using the full compiler stack also means that we get new features for free
> without having to re-implement them in blorp.  On Sky Lake, for instance,
> we are now generating shaders with sampler-EOT.
> 
> In spite of all this, this series shows no measurable performance
> difference on Haswell with every benchmark in sixonyx run 25 times.

Patches 1-13 are:
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
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