GLSL IR vs. NIR shader-db results for SIMD8 vertex shaders on Broadwell: total instructions in shared programs: 2724483 -> 2711790 (-0.47%) instructions in affected programs: 1860859 -> 1848166 (-0.68%) helped: 4387 HURT: 4758 GAINED: 1499
The gained programs are ARB vertext programs that were previously going through the vec4 backend. Now that we have prog_to_nir, ARB vertex programs can go through the scalar backend so they show up as "gained" in the shader-db results. --- src/mesa/drivers/dri/i965/brw_context.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c index fd7420a..8615e5e 100644 --- a/src/mesa/drivers/dri/i965/brw_context.c +++ b/src/mesa/drivers/dri/i965/brw_context.c @@ -588,7 +588,7 @@ brw_initialize_context_constants(struct brw_context *brw) ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true; ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = false; - if (brw_env_var_as_boolean("INTEL_USE_NIR", false)) + if (brw_env_var_as_boolean("INTEL_USE_NIR", true)) ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].NirOptions = &nir_options; } -- 2.4.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev