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Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_context.c')
-rw-r--r--src/mesa/drivers/dri/i965/brw_context.c46
1 files changed, 3 insertions, 43 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c
index c0097df3e97..cf408830620 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -50,6 +50,7 @@
#include "brw_context.h"
#include "brw_defines.h"
+#include "brw_shader.h"
#include "brw_draw.h"
#include "brw_state.h"
@@ -68,8 +69,6 @@
#include "tnl/t_pipeline.h"
#include "util/ralloc.h"
-#include "glsl/nir/nir.h"
-
/***************************************
* Mesa's Driver Functions
***************************************/
@@ -558,48 +557,12 @@ brw_initialize_context_constants(struct brw_context *brw)
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 128;
}
- static const nir_shader_compiler_options nir_options = {
- .native_integers = true,
- /* In order to help allow for better CSE at the NIR level we tell NIR
- * to split all ffma instructions during opt_algebraic and we then
- * re-combine them as a later step.
- */
- .lower_ffma = true,
- .lower_sub = true,
- };
-
/* We want the GLSL compiler to emit code that uses condition codes */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
- ctx->Const.ShaderCompilerOptions[i].MaxIfDepth = brw->gen < 6 ? 16 : UINT_MAX;
- ctx->Const.ShaderCompilerOptions[i].EmitCondCodes = true;
- ctx->Const.ShaderCompilerOptions[i].EmitNoNoise = true;
- ctx->Const.ShaderCompilerOptions[i].EmitNoMainReturn = true;
- ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectInput = true;
- ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectOutput =
- (i == MESA_SHADER_FRAGMENT);
- ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectTemp =
- (i == MESA_SHADER_FRAGMENT);
- ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectUniform = false;
- ctx->Const.ShaderCompilerOptions[i].LowerClipDistance = true;
+ ctx->Const.ShaderCompilerOptions[i] =
+ brw->intelScreen->compiler->glsl_compiler_options[i];
}
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = true;
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
-
- if (brw->scalar_vs) {
- /* If we're using the scalar backend for vertex shaders, we need to
- * configure these accordingly.
- */
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectOutput = true;
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = false;
-
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].NirOptions = &nir_options;
- }
-
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT].NirOptions = &nir_options;
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_COMPUTE].NirOptions = &nir_options;
-
/* ARB_viewport_array */
if (brw->gen >= 6 && ctx->API == API_OPENGL_CORE) {
ctx->Const.MaxViewports = GEN6_NUM_VIEWPORTS;
@@ -826,9 +789,6 @@ brwCreateContext(gl_api api,
if (INTEL_DEBUG & DEBUG_PERF)
brw->perf_debug = true;
- if (brw->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS))
- brw->scalar_vs = true;
-
brw_initialize_context_constants(brw);
ctx->Const.ResetStrategy = notify_reset