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vc4: Don't call nir_lower_flrp in vc4_optimize_nir
It's already called by st_nir_opts, so it shouldn't be necessary to do it again here. This is only compile tested. I have not collected any shader-db or fossil-db data. Acked-by: Juan A. Suarez Romero <jasuarez@igalia.com> Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12526>
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1 changed files with 0 additions and 14 deletions
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@ -1486,10 +1486,6 @@ static void
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vc4_optimize_nir(struct nir_shader *s)
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vc4_optimize_nir(struct nir_shader *s)
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{
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{
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bool progress;
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bool progress;
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unsigned lower_flrp =
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(s->options->lower_flrp16 ? 16 : 0) |
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(s->options->lower_flrp32 ? 32 : 0) |
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(s->options->lower_flrp64 ? 64 : 0);
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do {
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do {
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progress = false;
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progress = false;
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@ -1511,16 +1507,6 @@ vc4_optimize_nir(struct nir_shader *s)
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NIR_PASS(progress, s, nir_opt_peephole_select, &peephole_select_options);
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NIR_PASS(progress, s, nir_opt_peephole_select, &peephole_select_options);
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NIR_PASS(progress, s, nir_opt_algebraic);
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NIR_PASS(progress, s, nir_opt_algebraic);
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NIR_PASS(progress, s, nir_opt_constant_folding);
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NIR_PASS(progress, s, nir_opt_constant_folding);
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if (lower_flrp != 0) {
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NIR_PASS(progress, s, nir_lower_flrp,
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lower_flrp, false /* always_precise */);
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/* Nothing should rematerialize any flrps, so we only
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* need to do this lowering once.
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*/
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lower_flrp = 0;
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}
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NIR_PASS(progress, s, nir_opt_undef);
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NIR_PASS(progress, s, nir_opt_undef);
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NIR_PASS(progress, s, nir_opt_loop_unroll);
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NIR_PASS(progress, s, nir_opt_loop_unroll);
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} while (progress);
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} while (progress);
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