diff options
author | Eric Anholt <[email protected]> | 2016-08-03 14:01:03 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2016-08-04 08:48:27 -0700 |
commit | c976e164d262d2d2bfd8087dcbb7bd91995ae887 (patch) | |
tree | a603048107958a25fdfdf264d1256fbf59ceafc7 | |
parent | 2350569a78c60d32e3b751b4386ea7e6d7e2ebe9 (diff) |
vc4: Move scalarizing and some lowering to link time.
This works out to be a wash in terms of memory usage: We use more memory
to store the separate ALU instructions, but we optimize out a lot of code
as well. The main result, though, is that we do more of our work at link
time rather than draw time.
-rw-r--r-- | src/gallium/drivers/vc4/vc4_program.c | 17 |
1 files changed, 12 insertions, 5 deletions
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c index d87caa7c517..406910d0863 100644 --- a/src/gallium/drivers/vc4/vc4_program.c +++ b/src/gallium/drivers/vc4/vc4_program.c @@ -2009,8 +2009,6 @@ vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage, } c->s = nir_shader_clone(c, key->shader_state->base.ir.nir); - NIR_PASS_V(c->s, nir_opt_global_to_local); - NIR_PASS_V(c->s, nir_convert_to_ssa); if (stage == QSTAGE_FRAG) NIR_PASS_V(c->s, vc4_nir_lower_blend, c); @@ -2054,7 +2052,6 @@ vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage, tex_options.lower_srgb |= (1 << i); } - NIR_PASS_V(c->s, nir_normalize_cubemap_coords); NIR_PASS_V(c->s, nir_lower_tex, &tex_options); if (c->fs_key && c->fs_key->light_twoside) @@ -2071,11 +2068,9 @@ vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage, NIR_PASS_V(c->s, vc4_nir_lower_io, c); NIR_PASS_V(c->s, vc4_nir_lower_txf_ms, c); NIR_PASS_V(c->s, nir_lower_idiv); - NIR_PASS_V(c->s, nir_lower_load_const_to_scalar); vc4_optimize_nir(c->s); - NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_local); NIR_PASS_V(c->s, nir_convert_from_ssa, true); if (vc4_debug & VC4_DEBUG_SHADERDB) { @@ -2170,6 +2165,18 @@ vc4_shader_state_create(struct pipe_context *pctx, fprintf(stderr, "\n"); } + NIR_PASS_V(s, nir_opt_global_to_local); + NIR_PASS_V(s, nir_convert_to_ssa); + NIR_PASS_V(s, nir_normalize_cubemap_coords); + NIR_PASS_V(s, nir_lower_load_const_to_scalar); + + vc4_optimize_nir(s); + + NIR_PASS_V(s, nir_remove_dead_variables, nir_var_local); + + /* Garbage collect dead instructions */ + nir_sweep(s); + so->base.type = PIPE_SHADER_IR_NIR; so->base.ir.nir = s; |