NIR_PASS_V(c->s, nir_lower_global_vars_to_local);
v3d_optimize_nir(c->s);
NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in);
+
+ /* This must go before nir_lower_io */
+ if (c->vs_key->per_vertex_point_size)
+ NIR_PASS_V(c->s, nir_lower_point_size, 1.0f, 0.0f);
+
NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
type_size_vec4,
(nir_lower_io_options)0);
+ /* clean up nir_lower_io's deref_var remains */
+ NIR_PASS_V(c->s, nir_opt_dce);
}
static void
char *shaderdb;
int ret = asprintf(&shaderdb,
"%s shader: %d inst, %d threads, %d loops, "
- "%d uniforms, %d max-temps, %d:%d spills:fills",
+ "%d uniforms, %d max-temps, %d:%d spills:fills, "
+ "%d sfu-stalls, %d inst-and-stalls",
vir_get_stage_name(c),
c->qpu_inst_count,
c->threads,
c->num_uniforms,
vir_get_max_temps(c),
c->spills,
- c->fills);
+ c->fills,
+ c->qpu_inst_stalled_count,
+ c->qpu_inst_count + c->qpu_inst_stalled_count);
if (ret >= 0) {
if (V3D_DEBUG & V3D_DEBUG_SHADERDB)
fprintf(stderr, "SHADER-DB: %s\n", shaderdb);