i965: use nir_lower_indirect_derefs() for GLSL
This moves the nir_lower_indirect_derefs() call into brw_preprocess_nir() so thats is called by both OpenGL and Vulkan and removes that call to the old GLSL IR pass lower_variable_index_to_cond_assign() We want to do this pass in nir to be able to move loop unrolling to nir. There is a increase of 1-3 instructions in a small number of shaders, and 2 Kerbal Space program shaders that increase by 32 instructions. Shader-db results BDW: total instructions in shared programs: 8705873 -> 8706194 (0.00%) instructions in affected programs: 32515 -> 32836 (0.99%) helped: 3 HURT: 79 total cycles in shared programs: 74618120 -> 74583476 (-0.05%) cycles in affected programs: 528104 -> 493460 (-6.56%) helped: 47 HURT: 37 LOST: 2 GAINED: 0
This commit is contained in:

committed by
Jason Ekstrand

parent
0c70b26a2d
commit
9404439a75
@@ -177,16 +177,6 @@ anv_shader_compile_to_nir(struct anv_device *device,
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nir_shader_gather_info(nir, entry_point->impl);
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nir_variable_mode indirect_mask = 0;
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if (compiler->glsl_compiler_options[stage].EmitNoIndirectInput)
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indirect_mask |= nir_var_shader_in;
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if (compiler->glsl_compiler_options[stage].EmitNoIndirectOutput)
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indirect_mask |= nir_var_shader_out;
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if (compiler->glsl_compiler_options[stage].EmitNoIndirectTemp)
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indirect_mask |= nir_var_local;
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nir_lower_indirect_derefs(nir, indirect_mask);
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return nir;
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}
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@@ -137,19 +137,6 @@ process_glsl_ir(struct brw_context *brw,
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do_copy_propagation(shader->ir);
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bool lowered_variable_indexing =
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lower_variable_index_to_cond_assign(shader->Stage, shader->ir,
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options->EmitNoIndirectInput,
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options->EmitNoIndirectOutput,
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options->EmitNoIndirectTemp,
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options->EmitNoIndirectUniform);
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if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
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perf_debug("Unsupported form of variable indexing in %s; falling "
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"back to very inefficient code generation\n",
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_mesa_shader_stage_to_abbrev(shader->Stage));
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}
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bool progress;
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do {
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progress = false;
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@@ -485,6 +485,16 @@ brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
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/* Lower a bunch of stuff */
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OPT_V(nir_lower_var_copies);
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nir_variable_mode indirect_mask = 0;
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if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectInput)
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indirect_mask |= nir_var_shader_in;
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if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectOutput)
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indirect_mask |= nir_var_shader_out;
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if (compiler->glsl_compiler_options[nir->stage].EmitNoIndirectTemp)
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indirect_mask |= nir_var_local;
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nir_lower_indirect_derefs(nir, indirect_mask);
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/* Get rid of split copies */
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nir = nir_optimize(nir, is_scalar);
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