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 <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Jason Ekstrand 2015-05-07 15:07:49 -07:00
parent d4cbf6a728
commit 08748e3a0c

View file

@ -588,7 +588,7 @@ brw_initialize_context_constants(struct brw_context *brw)
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = false;
if (brw_env_var_as_boolean("INTEL_USE_NIR", false))
if (brw_env_var_as_boolean("INTEL_USE_NIR", true))
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].NirOptions = &nir_options;
}