compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = true;
compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
- if (compiler->scalar_vs || brw_env_var_as_boolean("INTEL_USE_NIR", false)) {
+ if (compiler->scalar_vs || brw_env_var_as_boolean("INTEL_USE_NIR", 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].NirOptions = nir_options;
}
- if (brw_env_var_as_boolean("INTEL_USE_NIR", false)) {
+ if (brw_env_var_as_boolean("INTEL_USE_NIR", true)) {
compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].NirOptions = nir_options;
}