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