From: Jason Ekstrand Date: Mon, 21 Sep 2015 18:18:23 +0000 (-0700) Subject: i965: Clean up GLSL compiler option setup X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=60befc63470a9cf1ac59ca74cd0a8164a25db09e;p=mesa.git i965: Clean up GLSL compiler option setup The only functional change here is that we now set EmitNoIndirectOutput and EmitNoIndirectTemp for compute shaders. Compute shaders don't have outputs per-se and we should have been setting EmitNoIndirectTemp all along. Reviewed-by: Jordan Justen Reviewed-by: Matt Turner --- diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp index eed73fbadc3..c311a038e4f 100644 --- a/src/mesa/drivers/dri/i965/brw_shader.cpp +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp @@ -115,41 +115,35 @@ brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo) compiler->glsl_compiler_options[i].EmitNoNoise = true; compiler->glsl_compiler_options[i].EmitNoMainReturn = true; compiler->glsl_compiler_options[i].EmitNoIndirectInput = true; - compiler->glsl_compiler_options[i].EmitNoIndirectOutput = - (i == MESA_SHADER_FRAGMENT); - compiler->glsl_compiler_options[i].EmitNoIndirectTemp = - (i == MESA_SHADER_FRAGMENT); compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false; compiler->glsl_compiler_options[i].LowerClipDistance = true; + bool is_scalar; + switch (i) { + case MESA_SHADER_FRAGMENT: + case MESA_SHADER_COMPUTE: + is_scalar = true; + break; + case MESA_SHADER_VERTEX: + is_scalar = compiler->scalar_vs; + break; + default: + is_scalar = false; + break; + } + + compiler->glsl_compiler_options[i].EmitNoIndirectOutput = is_scalar; + compiler->glsl_compiler_options[i].EmitNoIndirectTemp = is_scalar; + compiler->glsl_compiler_options[i].OptimizeForAOS = !is_scalar; + /* !ARB_gpu_shader5 */ if (devinfo->gen < 7) compiler->glsl_compiler_options[i].EmitNoIndirectSampler = true; - } - 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", 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].EmitNoIndirectOutput = true; - compiler->glsl_compiler_options[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true; - compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = false; - } - - compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions = nir_options; - } - - if (brw_env_var_as_boolean("INTEL_USE_NIR", true)) { - compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].NirOptions = nir_options; + if (is_scalar || brw_env_var_as_boolean("INTEL_USE_NIR", true)) + compiler->glsl_compiler_options[i].NirOptions = nir_options; } - compiler->glsl_compiler_options[MESA_SHADER_FRAGMENT].NirOptions = nir_options; - compiler->glsl_compiler_options[MESA_SHADER_COMPUTE].NirOptions = nir_options; - return compiler; }