On 08/07/2015 11:22 PM, Jason Ekstrand wrote: > Shader-db results for vec4 programs using NIR on HSW: > > total instructions in shared programs: 1838157 -> 1828469 (-0.53%) > instructions in affected programs: 275978 -> 266290 (-3.51%) > helped: 2827 > HURT: 244 > GAINED: 0 > LOST: 0 > ---
I confirm these improvements, and see no piglit or dEQP regressions. OptimizeForAOS option is lowering the GLSL-IR fdot operations in a way that makes NIR-vec4 inefficient. Reviewed-by: Eduardo Lima Mitev <el...@igalia.com> > src/mesa/drivers/dri/i965/brw_shader.cpp | 2 +- > 1 file changed, 1 insertion(+), 1 deletion(-) > > diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp > b/src/mesa/drivers/dri/i965/brw_shader.cpp > index 97f32a8..90ec7a4 100644 > --- a/src/mesa/drivers/dri/i965/brw_shader.cpp > +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp > @@ -129,8 +129,8 @@ brw_compiler_create(void *mem_ctx, const struct > brw_device_info *devinfo) > */ > > 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].OptimizeForAOS = > false; > > compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions = > nir_options; > } > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev