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authorJason Ekstrand <[email protected]>2015-09-10 11:08:15 -0700
committerJason Ekstrand <[email protected]>2015-09-15 12:38:48 -0700
commita88ce0c1c4c1f77209b71d5a6858f952642f385a (patch)
tree3ba7d213c35addc05de9be05cfa0e1d6a641c83a /src/mesa/drivers/dri/i965/brw_shader.cpp
parent47739c7df430664c3a998163a1e8a4a5e1901691 (diff)
i965/vec4: Use the replicated fdot instruction in NIR
Reviewed-by: Connor Abbott <[email protected]> Reviewed-by: Eduardo Lima Mitev <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_shader.cpp')
-rw-r--r--src/mesa/drivers/dri/i965/brw_shader.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp
index cf9aa232386..eed73fbadc3 100644
--- a/src/mesa/drivers/dri/i965/brw_shader.cpp
+++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
@@ -96,6 +96,14 @@ brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
*/
nir_options->lower_ffma = true;
nir_options->lower_sub = true;
+ /* In the vec4 backend, our dpN instruction replicates its result to all
+ * the components of a vec4. We would like NIR to give us replicated fdot
+ * instructions because it can optimize better for us.
+ *
+ * For the FS backend, it should be lowered away by the scalarizing pass so
+ * we should never see fdot anyway.
+ */
+ nir_options->fdot_replicates = true;
/* We want the GLSL compiler to emit code that uses condition codes */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {