i965: Use NIR-based clip/cull lowering for OpenGL as well.

The old approach works fine, and this approach isn't necessarily better.
But it at least has the advantage that Vulkan and GL use the same
approach.  I originally wrote it to gain additional testing for the
new paths.

shader-db statistics show 0 instruction count changes.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Kenneth Graunke 2016-10-17 14:23:10 -07:00
parent a4d7a5bd1e
commit 38a8507f79
2 changed files with 2 additions and 1 deletions

View File

@ -126,7 +126,6 @@ brw_compiler_create(void *mem_ctx, const struct gen_device_info *devinfo)
compiler->glsl_compiler_options[i].EmitNoMainReturn = true;
compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
compiler->glsl_compiler_options[i].LowerCombinedClipCullDistance = true;
bool is_scalar = compiler->scalar_stage[i];

View File

@ -485,6 +485,8 @@ brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
/* Get rid of split copies */
nir = nir_optimize(nir, is_scalar);
OPT_V(nir_lower_clip_cull_distance_arrays);
OPT(nir_remove_dead_variables, nir_var_local);
return nir;