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author | Jason Ekstrand <[email protected]> | 2015-05-07 15:07:49 -0700 |
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committer | Jason Ekstrand <[email protected]> | 2015-05-18 15:32:00 -0700 |
commit | 42298b05d1ebd8b17b89411723ae13295643e496 (patch) | |
tree | c6c8277ad605f8d18a36691d2583661213f2baaf /src/mesa/drivers/haiku/swrast/SoftwareRast.cpp | |
parent | e6f912f07e729649fb9e9e9a458482925552f778 (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]>
Diffstat (limited to 'src/mesa/drivers/haiku/swrast/SoftwareRast.cpp')
0 files changed, 0 insertions, 0 deletions