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>
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@ -126,7 +126,6 @@ brw_compiler_create(void *mem_ctx, const struct gen_device_info *devinfo)
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compiler->glsl_compiler_options[i].EmitNoMainReturn = true;
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compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
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compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
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compiler->glsl_compiler_options[i].LowerCombinedClipCullDistance = true;
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bool is_scalar = compiler->scalar_stage[i];
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@ -485,6 +485,8 @@ brw_preprocess_nir(const struct brw_compiler *compiler, nir_shader *nir)
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/* Get rid of split copies */
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nir = nir_optimize(nir, is_scalar);
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OPT_V(nir_lower_clip_cull_distance_arrays);
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OPT(nir_remove_dead_variables, nir_var_local);
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return nir;
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