diff options
author | Timothy Arceri <[email protected]> | 2018-01-31 12:58:48 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2018-02-01 09:42:57 +1100 |
commit | 679e4e7a46c5b37004f8363fb273afcd47e1b1da (patch) | |
tree | 8631cbd4a9d9128101cc94e1a96040588815188a /src/mesa/state_tracker/st_glsl_to_nir.cpp | |
parent | 5a7aba2e0a7fb3414a94d04d5970a2ed10c1f63e (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]>
Diffstat (limited to 'src/mesa/state_tracker/st_glsl_to_nir.cpp')
-rw-r--r-- | src/mesa/state_tracker/st_glsl_to_nir.cpp | 36 |
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 |