We can avoid reading both width and height when the texture is a cube map, and
we do so more simply by relying on CSE+DCE (Alyssa).
Closes: #7541
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20628>
if (!(nr_comps == 3 && tex->is_array))
depth = nir_imax(b, nir_ushr(b, depth, lod), nir_imm_int(b, 1));
+ /* Cube maps have equal width and height, we save some instructions by only
+ * reading one. Dead code elimination will remove the redundant instructions.
+ */
+ if (tex->sampler_dim == GLSL_SAMPLER_DIM_CUBE)
+ height = width;
+
comp[0] = width;
comp[1] = height;
comp[2] = depth;