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authorEric Anholt <[email protected]>2016-08-03 14:01:03 -0700
committerEric Anholt <[email protected]>2016-08-04 08:48:27 -0700
commitc976e164d262d2d2bfd8087dcbb7bd91995ae887 (patch)
treea603048107958a25fdfdf264d1256fbf59ceafc7 /src
parent2350569a78c60d32e3b751b4386ea7e6d7e2ebe9 (diff)
vc4: Move scalarizing and some lowering to link time.
This works out to be a wash in terms of memory usage: We use more memory to store the separate ALU instructions, but we optimize out a lot of code as well. The main result, though, is that we do more of our work at link time rather than draw time.
Diffstat (limited to 'src')
-rw-r--r--src/gallium/drivers/vc4/vc4_program.c17
1 files changed, 12 insertions, 5 deletions
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c
index d87caa7c517..406910d0863 100644
--- a/src/gallium/drivers/vc4/vc4_program.c
+++ b/src/gallium/drivers/vc4/vc4_program.c
@@ -2009,8 +2009,6 @@ vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage,
}
c->s = nir_shader_clone(c, key->shader_state->base.ir.nir);
- NIR_PASS_V(c->s, nir_opt_global_to_local);
- NIR_PASS_V(c->s, nir_convert_to_ssa);
if (stage == QSTAGE_FRAG)
NIR_PASS_V(c->s, vc4_nir_lower_blend, c);
@@ -2054,7 +2052,6 @@ vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage,
tex_options.lower_srgb |= (1 << i);
}
- NIR_PASS_V(c->s, nir_normalize_cubemap_coords);
NIR_PASS_V(c->s, nir_lower_tex, &tex_options);
if (c->fs_key && c->fs_key->light_twoside)
@@ -2071,11 +2068,9 @@ vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage,
NIR_PASS_V(c->s, vc4_nir_lower_io, c);
NIR_PASS_V(c->s, vc4_nir_lower_txf_ms, c);
NIR_PASS_V(c->s, nir_lower_idiv);
- NIR_PASS_V(c->s, nir_lower_load_const_to_scalar);
vc4_optimize_nir(c->s);
- NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_local);
NIR_PASS_V(c->s, nir_convert_from_ssa, true);
if (vc4_debug & VC4_DEBUG_SHADERDB) {
@@ -2170,6 +2165,18 @@ vc4_shader_state_create(struct pipe_context *pctx,
fprintf(stderr, "\n");
}
+ NIR_PASS_V(s, nir_opt_global_to_local);
+ NIR_PASS_V(s, nir_convert_to_ssa);
+ NIR_PASS_V(s, nir_normalize_cubemap_coords);
+ NIR_PASS_V(s, nir_lower_load_const_to_scalar);
+
+ vc4_optimize_nir(s);
+
+ NIR_PASS_V(s, nir_remove_dead_variables, nir_var_local);
+
+ /* Garbage collect dead instructions */
+ nir_sweep(s);
+
so->base.type = PIPE_SHADER_IR_NIR;
so->base.ir.nir = s;