GLSL IR vs. NIR shader-db results for SIMD8 vertex shaders on Broadwell:
total instructions in shared programs: 2742062 -> 2681339 (-2.21%)
instructions in affected programs: 1514770 -> 1454047 (-4.01%)
helped: 5813
HURT: 1120
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.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Matt Turner <mattst88@gmail.com>
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;
}