glsl: Remove optimize_swizzles.
It will get turned into SSA and copy-propagated in NIR, no need to walk the IR collapsing it here. iris shader-db results appear to be noise: total instructions in shared programs: 8932195 -> 8932147 (<.01%) instructions in affected programs: 537 -> 489 (-8.94%) LOST: 12 GAINED: 11 lost/gained are simd32 switches in unigine, l4d2, portal2, asphalt9. Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17613>
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@@ -105,7 +105,6 @@ bool opt_flatten_nested_if_blocks(exec_list *instructions);
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bool do_mat_op_to_vec(exec_list *instructions);
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bool do_minmax_prune(exec_list *instructions);
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bool do_structure_splitting(exec_list *instructions);
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bool optimize_swizzles(exec_list *instructions);
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bool do_tree_grafting(exec_list *instructions);
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bool do_vec_index_to_cond_assign(exec_list *instructions);
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bool do_vec_index_to_swizzle(exec_list *instructions);
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