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authorEric Anholt <eric@anholt.net>2010-10-14 12:23:29 -0700
committerEric Anholt <eric@anholt.net>2010-10-14 12:40:50 -0700
commita81d423d93f22a948f3aa4bf73dc6b1a3b70192f (patch)
treeb9e27bda6cc98716a1a727af00b3f3dd1adac9ec
parent897f6d3c7d06316b0535971cc2de318157c23692 (diff)
i965: Enable the new FS backend on pre-gen6 as well.
It is now to the point where we have no regressing piglit tests. It also fixes Yo Frankie! and Humus DynamicBranching, probably due to the piglit bias tests that work that didn't on the Mesa IR backend. As a downside, performance takes about a 5-10% performance hit at the moment (e.g. nexuiz 19.8fps -> 18.8fps), which I plan to resolve by reintroducing 16-wide fragment shaders where possible. It is a win, though, for fragment shaders using flow control.
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs.cpp13
1 files changed, 1 insertions, 12 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
index d46091c9e6e..d220c79a8e4 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
@@ -48,7 +48,6 @@ extern "C" {
#include "../glsl/ir_optimization.h"
#include "../glsl/ir_print_visitor.h"
-static int using_new_fs = -1;
static struct brw_reg brw_reg_from_fs_reg(class fs_reg *reg);
struct gl_shader *
@@ -92,17 +91,10 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
struct intel_context *intel = intel_context(ctx);
- if (using_new_fs == -1) {
- if (intel->gen >= 6)
- using_new_fs = 1;
- else
- using_new_fs = getenv("INTEL_NEW_FS") != NULL;
- }
-
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
struct brw_shader *shader = (struct brw_shader *)prog->_LinkedShaders[i];
- if (using_new_fs && shader->base.Type == GL_FRAGMENT_SHADER) {
+ if (shader->base.Type == GL_FRAGMENT_SHADER) {
void *mem_ctx = talloc_new(NULL);
bool progress;
@@ -3190,9 +3182,6 @@ brw_wm_fs_emit(struct brw_context *brw, struct brw_wm_compile *c)
if (!prog)
return GL_FALSE;
- if (!using_new_fs)
- return GL_FALSE;
-
for (unsigned int i = 0; i < prog->_NumLinkedShaders; i++) {
if (prog->_LinkedShaders[i]->Type == GL_FRAGMENT_SHADER) {
shader = (struct brw_shader *)prog->_LinkedShaders[i];