On 05/07/2015 04:50 PM, Jason Ekstrand wrote: > 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.
I thought we already did this... why didn't this happen when NIR became the default for the FS backend? And has that reason (assuming there was one) been resolved? > --- > 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; > } > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev