On 07/23/2015 11:25 PM, Jason Ekstrand wrote: > On Thu, Jul 23, 2015 at 3:16 AM, Eduardo Lima Mitev <el...@igalia.com> wrote: >> The NIR->vec4 pass will be activated if both the following conditions are >> met: >> >> * INTEL_USE_NIR environment variable is defined and is positive (1 or true) >> * The stage is vertex shader (support for geometry shaders and >> ARB_vertex_program will be added later). >> --- >> src/mesa/drivers/dri/i965/brw_shader.cpp | 14 ++++++++------ >> src/mesa/drivers/dri/i965/brw_vec4.cpp | 18 ++++++++++++++---- >> 2 files changed, 22 insertions(+), 10 deletions(-) >> >> diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp >> b/src/mesa/drivers/dri/i965/brw_shader.cpp >> index 9d60543..cb04d8a 100644 >> --- a/src/mesa/drivers/dri/i965/brw_shader.cpp >> +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp >> @@ -122,12 +122,14 @@ brw_compiler_create(void *mem_ctx, const struct >> brw_device_info *devinfo) >> compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = >> true; >> compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].OptimizeForAOS = >> true; >> >> - if (compiler->scalar_vs) { >> - /* If we're using the scalar backend for vertex shaders, we need to >> - * configure these accordingly. >> - */ >> - >> compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectOutput = >> true; >> - >> compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectTemp = >> true; >> + if (compiler->scalar_vs || brw_env_var_as_boolean("INTEL_USE_NIR", >> false)) { >> + if (compiler->scalar_vs) { >> + /* If we're using the scalar backend for vertex shaders, we need to >> + * configure these accordingly. >> + */ >> + >> compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectOutput = >> true; >> + >> compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectTemp = >> true; >> + } >> compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = >> false; >> >> compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions = >> nir_options; >> diff --git a/src/mesa/drivers/dri/i965/brw_vec4.cpp >> b/src/mesa/drivers/dri/i965/brw_vec4.cpp >> index 53270fb..ce04f1b 100644 >> --- a/src/mesa/drivers/dri/i965/brw_vec4.cpp >> +++ b/src/mesa/drivers/dri/i965/brw_vec4.cpp >> @@ -1709,6 +1709,9 @@ vec4_visitor::emit_shader_time_write(int >> shader_time_subindex, src_reg value) >> bool >> vec4_visitor::run(gl_clip_plane *clip_planes) >> { >> + bool use_vec4_nir = >> + compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions != >> NULL; >> + >> sanity_param_count = prog->Parameters->NumParameters; >> >> if (shader_time_index >= 0) >> @@ -1718,11 +1721,18 @@ vec4_visitor::run(gl_clip_plane *clip_planes) >> >> emit_prolog(); >> >> - /* Generate VS IR for main(). (the visitor only descends into >> - * functions called "main"). >> - */ >> if (shader) { >> - visit_instructions(shader->base.ir); >> + if (use_vec4_nir) { > > We could put the compiler_options[].NirOptions check here. I don't > care too much though. >
Yes, the extra variable is not necessary at this point, but later on in the series we have the patch http://lists.freedesktop.org/archives/mesa-dev/2015-July/089653.html which uses the bool variable again in the same method. Hence, I think we can leave it there if you don't feel strongly about it. Otherwise, we can introduce the variable in the later commit where the condition is needed again. >> + assert(prog->nir != NULL); >> + emit_nir_code(); >> + if (failed) >> + return false; >> + } else { >> + /* Generate VS IR for main(). (the visitor only descends into >> + * functions called "main"). >> + */ >> + visit_instructions(shader->base.ir); >> + } >> } else { >> emit_program_code(); >> } >> -- >> 2.1.4 >> >> _______________________________________________ >> mesa-dev mailing list >> mesa-dev@lists.freedesktop.org >> http://lists.freedesktop.org/mailman/listinfo/mesa-dev > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev