mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-31 03:20:09 +01:00
Revert "intel/compiler: More peephole select"
This reverts commit 8fb8ebfbb0.
This commit is contained in:
parent
9dd433dfa7
commit
ca36eb12fd
1 changed files with 1 additions and 14 deletions
|
|
@ -570,18 +570,7 @@ brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
|
|||
OPT(nir_opt_dce);
|
||||
OPT(nir_opt_cse);
|
||||
|
||||
/* Passing 0 to the peephole select pass causes it to convert
|
||||
* if-statements that contain only move instructions in the branches
|
||||
* regardless of the count.
|
||||
*
|
||||
* Passing 1 to the peephole select pass causes it to convert
|
||||
* if-statements that contain at most a single ALU instruction (total)
|
||||
* in both branches. Before Gen6, some math instructions were
|
||||
* prohibitively expensive and the results of compare operations need an
|
||||
* extra resolve step. For these reasons, this pass is more harmful
|
||||
* than good on those platforms.
|
||||
*
|
||||
* For indirect loads of uniforms (push constants), we assume that array
|
||||
/* For indirect loads of uniforms (push constants), we assume that array
|
||||
* indices will nearly always be in bounds and the cost of the load is
|
||||
* low. Therefore there shouldn't be a performance benefit to avoid it.
|
||||
* However, in vec4 tessellation shaders, these loads operate by
|
||||
|
|
@ -591,8 +580,6 @@ brw_nir_optimize(nir_shader *nir, const struct brw_compiler *compiler,
|
|||
(nir->info.stage == MESA_SHADER_TESS_CTRL ||
|
||||
nir->info.stage == MESA_SHADER_TESS_EVAL);
|
||||
OPT(nir_opt_peephole_select, 0, !is_vec4_tessellation);
|
||||
if (compiler->devinfo->gen >= 6)
|
||||
OPT(nir_opt_peephole_select, 1, !is_vec4_tessellation);
|
||||
|
||||
OPT(nir_opt_intrinsics);
|
||||
OPT(nir_opt_idiv_const, 32);
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue