Shader-db results for vec4 on i965:
total instructions in shared programs:
1499894 ->
1502261 (0.16%)
instructions in affected programs:
1414224 ->
1416591 (0.17%)
helped: 2434
HURT: 10543
GAINED: 1
LOST: 0
Shader-db results for vec4 on g4x:
total instructions in shared programs:
1437411 ->
1439779 (0.16%)
instructions in affected programs:
1362402 ->
1364770 (0.17%)
helped: 2434
HURT: 10544
GAINED: 0
LOST: 0
Shader-db results for vec4 on Iron Lake:
total instructions in shared programs:
1437214 ->
1439593 (0.17%)
instructions in affected programs:
1362205 ->
1364584 (0.17%)
helped: 2433
HURT: 10544
GAINED: 1
LOST: 0
Shader-db results for vec4 on Sandy Bridge:
total instructions in shared programs:
2022092 ->
1941570 (-3.98%)
instructions in affected programs:
1886838 ->
1806316 (-4.27%)
helped: 7510
HURT: 10737
GAINED: 0
LOST: 0
Shader-db results for vec4 on Ivy Bridge:
total instructions in shared programs:
1853749 ->
1804960 (-2.63%)
instructions in affected programs:
1686736 ->
1637947 (-2.89%)
helped: 6735
HURT: 11101
GAINED: 0
LOST: 0
Shader-db results for vec4 on Haswell:
total instructions in shared programs:
1853749 ->
1804960 (-2.63%)
instructions in affected programs:
1686736 ->
1637947 (-2.89%)
helped: 6735
HURT: 11101
GAINED: 0
LOST: 0
Signed-off-by: Jason Ekstrand <jason.ekstrand@intel.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Matt Turner <mattst88@gmail.com>
compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = true;
compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
- if (compiler->scalar_vs || brw_env_var_as_boolean("INTEL_USE_NIR", false)) {
+ if (compiler->scalar_vs || brw_env_var_as_boolean("INTEL_USE_NIR", true)) {
if (compiler->scalar_vs) {
/* If we're using the scalar backend for vertex shaders, we need to
* configure these accordingly.
compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions = nir_options;
}
- if (brw_env_var_as_boolean("INTEL_USE_NIR", false)) {
+ if (brw_env_var_as_boolean("INTEL_USE_NIR", true)) {
compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].NirOptions = nir_options;
}