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authorTimothy Arceri <tarceri@itsqueeze.com>2018-03-06 14:48:07 +1100
committerTimothy Arceri <tarceri@itsqueeze.com>2018-03-07 15:10:05 +1100
commit1fdb21541e78abeb28ba8dcbc747f5d9f199921b (patch)
tree74fbdf68262b625a046c9fca446bf0d89d94e265
parentfb077b072823ecb193f4494daeceddf0f21aede2 (diff)
Revert "nir: bump loop unroll limit to 96."
This reverts commit 2d36efdb7f18f061c519dbb93f6058bf161aad33. This raised limit turns out to harmful for more complex shaders, it causes excessive spilling in some Bioshock Infinite shaders. The fps for the ssao demo on radv remains unchanged when reverting this. Reviewed-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
-rw-r--r--src/compiler/nir/nir_opt_loop_unroll.c4
1 files changed, 1 insertions, 3 deletions
diff --git a/src/compiler/nir/nir_opt_loop_unroll.c b/src/compiler/nir/nir_opt_loop_unroll.c
index dae5bfc9020..79d04f978bc 100644
--- a/src/compiler/nir/nir_opt_loop_unroll.c
+++ b/src/compiler/nir/nir_opt_loop_unroll.c
@@ -33,10 +33,8 @@
* to give about the same results. Around 5 instructions per node. But some
* loops that would unroll with GLSL IR fail to unroll if we set this to 25 so
* we set it to 26.
- * This was bumped to 96 because it unrolled more loops with a positive
- * effect (vulkan ssao demo).
*/
-#define LOOP_UNROLL_LIMIT 96
+#define LOOP_UNROLL_LIMIT 26
/* Prepare this loop for unrolling by first converting to lcssa and then
* converting the phis from the loops first block and the block that follows