According to RenderDoc, this shaves 99.6% of the run time off of the
ambient occlusion pass in Skyrim Special Edition when running under DXVK
and shaves 92% off the runtime for a reasonably representative frame.
When running the actual game, Skyrim goes from being a slide-show to a
very stable and playable framerate on my SKL GT4e machine.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* will attempt to push everything.
*/
bool supports_pull_constants;
+
+ /**
+ * Whether or not the driver supports NIR shader constants. This controls
+ * whether nir_opt_large_constants will be run.
+ */
+ bool supports_shader_constants;
};
/**
nir = brw_nir_optimize(nir, compiler, is_scalar);
+ /* This needs to be run after the first optimization pass but before we
+ * lower indirect derefs away
+ */
+ if (compiler->supports_shader_constants) {
+ OPT(nir_opt_large_constants, NULL, 32);
+ }
+
nir_lower_bit_size(nir, lower_bit_size_callback, NULL);
if (is_scalar) {
device->compiler->supports_pull_constants = false;
device->compiler->constant_buffer_0_is_relative =
device->info.gen < 8 || !device->has_context_isolation;
+ device->compiler->supports_shader_constants = true;
isl_device_init(&device->isl_dev, &device->info, swizzled);