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authorJason Ekstrand <[email protected]>2018-01-27 13:19:57 -0800
committerJason Ekstrand <[email protected]>2018-08-29 14:04:02 -0500
commit37f7983bcca1afd4d570bc654b927a92308d1c68 (patch)
tree7cb87742e416068af5811bf4752d2d569a6021a6 /src/mesa
parentb217705dec60ef8335e4ff304605f26e9038b632 (diff)
intel/compiler: Do image load/store lowering to NIR
This commit moves our storage image format conversion codegen into NIR instead of doing it in the back-end. This has the advantage of letting us run it through NIR's optimizer which is pretty effective at shrinking things down. In the common case of rgba8, the number of instructions emitted after NIR is done with it is half of what it was with the lowering happening in the back-end. On the downside, the back-end's lowering is able to directly use predicates and the NIR lowering has to use IFs. Shader-db results on Kaby Lake: total instructions in shared programs: 15166910 -> 15166872 (<.01%) instructions in affected programs: 5895 -> 5857 (-0.64%) helped: 15 HURT: 0 Clearly, we don't have that much image_load_store happening in the shaders in shader-db.... Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/dri/i965/brw_program.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_program.c b/src/mesa/drivers/dri/i965/brw_program.c
index a669814d0d2..f5ebd3c3b05 100644
--- a/src/mesa/drivers/dri/i965/brw_program.c
+++ b/src/mesa/drivers/dri/i965/brw_program.c
@@ -102,6 +102,8 @@ brw_create_nir(struct brw_context *brw,
nir = brw_preprocess_nir(brw->screen->compiler, nir);
+ NIR_PASS_V(nir, brw_nir_lower_image_load_store, devinfo);
+
if (stage == MESA_SHADER_TESS_CTRL) {
/* Lower gl_PatchVerticesIn from a sys. value to a uniform on Gen8+. */
static const gl_state_index16 tokens[STATE_LENGTH] =