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authorTimothy Arceri <[email protected]>2018-01-31 12:58:48 +1100
committerTimothy Arceri <[email protected]>2018-02-01 09:42:57 +1100
commit679e4e7a46c5b37004f8363fb273afcd47e1b1da (patch)
tree8631cbd4a9d9128101cc94e1a96040588815188a
parent5a7aba2e0a7fb3414a94d04d5970a2ed10c1f63e (diff)
st/glsl_to_nir: add more nir opts to st_nir_opts()
All of the current gallium nir driver use these optimisations but they do so in their backends. Having these called in the backend only can cause a number of problems: - Shader compile times are greater because the opts need to do significant passes over all shader variants. - The shader cache is partially defeated due to the significant optimisation passes over variants. - We might miss out on nir linking optimisation opportunities. Adding these passes to st_nir_opts() alleviates these problems. Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
-rw-r--r--src/mesa/state_tracker/st_glsl_to_nir.cpp36
1 files changed, 20 insertions, 16 deletions
diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp
index 65931bfa33b..b9ac9fafc2f 100644
--- a/src/mesa/state_tracker/st_glsl_to_nir.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp
@@ -270,6 +270,10 @@ st_nir_opts(nir_shader *nir)
do {
progress = false;
+ NIR_PASS_V(nir, nir_lower_vars_to_ssa);
+ NIR_PASS_V(nir, nir_lower_alu_to_scalar);
+ NIR_PASS_V(nir, nir_lower_phis_to_scalar);
+
NIR_PASS_V(nir, nir_lower_64bit_pack);
NIR_PASS(progress, nir, nir_copy_prop);
NIR_PASS(progress, nir, nir_opt_remove_phis);
@@ -317,6 +321,22 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
(nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
nir_remove_dead_variables(nir, mask);
+ if (options->lower_all_io_to_temps ||
+ nir->info.stage == MESA_SHADER_VERTEX ||
+ nir->info.stage == MESA_SHADER_GEOMETRY) {
+ NIR_PASS_V(nir, nir_lower_io_to_temporaries,
+ nir_shader_get_entrypoint(nir),
+ true, true);
+ } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
+ NIR_PASS_V(nir, nir_lower_io_to_temporaries,
+ nir_shader_get_entrypoint(nir),
+ true, false);
+ }
+
+ NIR_PASS_V(nir, nir_lower_global_vars_to_local);
+ NIR_PASS_V(nir, nir_split_var_copies);
+ NIR_PASS_V(nir, nir_lower_var_copies);
+
st_nir_opts(nir);
return nir;
@@ -481,22 +501,6 @@ st_nir_get_mesa_program(struct gl_context *ctx,
set_st_program(prog, shader_program, nir);
prog->nir = nir;
-
- if (options->lower_all_io_to_temps ||
- nir->info.stage == MESA_SHADER_VERTEX ||
- nir->info.stage == MESA_SHADER_GEOMETRY) {
- NIR_PASS_V(nir, nir_lower_io_to_temporaries,
- nir_shader_get_entrypoint(nir),
- true, true);
- } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
- NIR_PASS_V(nir, nir_lower_io_to_temporaries,
- nir_shader_get_entrypoint(nir),
- true, false);
- }
-
- NIR_PASS_V(nir, nir_lower_global_vars_to_local);
- NIR_PASS_V(nir, nir_split_var_copies);
- NIR_PASS_V(nir, nir_lower_var_copies);
}
static void