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authorJason Ekstrand <[email protected]>2015-05-07 15:07:49 -0700
committerJason Ekstrand <[email protected]>2015-05-18 15:32:00 -0700
commit42298b05d1ebd8b17b89411723ae13295643e496 (patch)
treec6c8277ad605f8d18a36691d2583661213f2baaf /src/mesa/drivers/haiku/swrast/SoftwareRast.cpp
parente6f912f07e729649fb9e9e9a458482925552f778 (diff)
i965: Use NIR by default for vertex shaders on GEN8+
GLSL IR vs. NIR shader-db results for SIMD8 vertex shaders on Broadwell: total instructions in shared programs: 2742062 -> 2681339 (-2.21%) instructions in affected programs: 1514770 -> 1454047 (-4.01%) helped: 5813 HURT: 1120 The gained programs are ARB vertext programs that were previously going through the vec4 backend. Now that we have prog_to_nir, ARB vertex programs can go through the scalar backend so they show up as "gained" in the shader-db results. Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Acked-by: Matt Turner <[email protected]>
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