nir/serialize: store 32-bit object IDs instead of 64-bit
authorMarek Olšák <marek.olsak@amd.com>
Fri, 25 Oct 2019 05:02:54 +0000 (01:02 -0400)
committerMarek Olšák <marek.olsak@amd.com>
Wed, 6 Nov 2019 04:35:31 +0000 (23:35 -0500)
commit3aa72a394a3b7bf38c849a1b83d9b990f36b4208
tree37a8d4f9c4fe3be502ccd3817c2160c1413e8dd6
parentd5768fcd45a1b9e77d7b5e3385edebc2ac2736f0
nir/serialize: store 32-bit object IDs instead of 64-bit

That means we have only 30 bits for object IDs, because 2 bits are
sometimes used for something else.

This decrease the uncompressed shader size for the biggest Borderlands 2
shader from 33.6 KB to 23.2 KB. (31% decrease)

Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
src/compiler/nir/nir_serialize.c