Reviewed-by: Bas Nieuwenhuizen <b...@basnieuwenhuizen.nl>

for the series.

I wonder what the perf diff is for tessellation. See e.g.
https://github.com/doitsujin/dxvk/issues/645 for a game where
tessellation is hitting us hard.
On Thu, Oct 18, 2018 at 1:28 AM Timothy Arceri <tarc...@itsqueeze.com> wrote:
>
> Totals from affected shaders:
> SGPRS: 1096 -> 1096 (0.00 %)
> VGPRS: 1192 -> 1056 (-11.41 %)
> Spilled SGPRs: 0 -> 0 (0.00 %)
> Spilled VGPRs: 0 -> 0 (0.00 %)
> Private memory VGPRs: 0 -> 0 (0.00 %)
> Scratch size: 0 -> 0 (0.00 %) dwords per thread
> Code Size: 100940 -> 94384 (-6.49 %) bytes
> LDS: 0 -> 0 (0.00 %) blocks
> Max Waves: 100 -> 112 (12.00 %)
> Wait states: 0 -> 0 (0.00 %)
>
> All affected shaders are from Batman Arkham City.
> ---
>  src/amd/vulkan/radv_shader.c | 1 +
>  1 file changed, 1 insertion(+)
>
> diff --git a/src/amd/vulkan/radv_shader.c b/src/amd/vulkan/radv_shader.c
> index 13858b6130f..15c9de1e020 100644
> --- a/src/amd/vulkan/radv_shader.c
> +++ b/src/amd/vulkan/radv_shader.c
> @@ -127,6 +127,7 @@ radv_optimize_nir(struct nir_shader *shader, bool 
> optimize_conservatively,
>                  progress = false;
>
>                 NIR_PASS(progress, shader, nir_split_array_vars, 
> nir_var_local);
> +               NIR_PASS(progress, shader, nir_shrink_vec_array_vars, 
> nir_var_local);
>
>                  NIR_PASS_V(shader, nir_lower_vars_to_ssa);
>                 NIR_PASS_V(shader, nir_lower_pack);
> --
> 2.17.1
>
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