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pan/bi: Allow move/sink in blend shaders
Now that we handle precolouring we don't need to workaround anything. Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11123>
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1 changed files with 3 additions and 6 deletions
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@ -3041,16 +3041,13 @@ bi_optimize_nir(nir_shader *nir, unsigned gpu_id, bool is_blend)
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NIR_PASS(progress, nir, nir_opt_dce);
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/* Backend scheduler is purely local, so do some global optimizations
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* to reduce register pressure. Skip the passes for blend shaders to
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* workaround the lack of precolouring. */
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* to reduce register pressure. */
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nir_move_options move_all =
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nir_move_const_undef | nir_move_load_ubo | nir_move_load_input |
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nir_move_comparisons | nir_move_copies | nir_move_load_ssbo;
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if (!is_blend) {
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NIR_PASS_V(nir, nir_opt_sink, move_all);
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NIR_PASS_V(nir, nir_opt_move, move_all);
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}
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NIR_PASS_V(nir, nir_opt_sink, move_all);
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NIR_PASS_V(nir, nir_opt_move, move_all);
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/* We might lower attribute, varying, and image indirects. Use the
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* gathered info to skip the extra analysis in the happy path. */
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