i965/shader: Don't use OptimizeForAOS for NIR vec4 vertex shaders
authorJason Ekstrand <jason.ekstrand@intel.com>
Thu, 6 Aug 2015 21:26:47 +0000 (14:26 -0700)
committerJason Ekstrand <jason.ekstrand@intel.com>
Wed, 12 Aug 2015 21:12:47 +0000 (14:12 -0700)
Shader-db results for vec4 programs using NIR on HSW:

   total instructions in shared programs: 1838157 -> 1828469 (-0.53%)
   instructions in affected programs:     275978 -> 266290 (-3.51%)
   helped:                                2827
   HURT:                                  244
   GAINED:                                0
   LOST:                                  0

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
src/mesa/drivers/dri/i965/brw_shader.cpp

index 2a1e469fa076bac7de06a2d83386079122298332..6b928060ef03b0d298e509ad6a5ada9c205ee2f1 100644 (file)
@@ -129,8 +129,8 @@ brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
           */
          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].OptimizeForAOS = false;
 
       compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions = nir_options;
    }