The NIR->vec4 pass will be activated if both the following conditions are met:
* INTEL_USE_NIR environment variable is defined and is positive (1 or true) * The stage is vertex shader (support for geometry shaders and ARB_vertex_program will be added later). --- src/mesa/drivers/dri/i965/brw_shader.cpp | 14 ++++++++------ src/mesa/drivers/dri/i965/brw_vec4.cpp | 18 ++++++++++++++---- 2 files changed, 22 insertions(+), 10 deletions(-) diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp index 9d60543..cb04d8a 100644 --- a/src/mesa/drivers/dri/i965/brw_shader.cpp +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp @@ -122,12 +122,14 @@ brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo) compiler->glsl_compiler_options[MESA_SHADER_VERTEX].OptimizeForAOS = true; compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].OptimizeForAOS = 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; + if (compiler->scalar_vs || brw_env_var_as_boolean("INTEL_USE_NIR", false)) { + 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; diff --git a/src/mesa/drivers/dri/i965/brw_vec4.cpp b/src/mesa/drivers/dri/i965/brw_vec4.cpp index 53270fb..ce04f1b 100644 --- a/src/mesa/drivers/dri/i965/brw_vec4.cpp +++ b/src/mesa/drivers/dri/i965/brw_vec4.cpp @@ -1709,6 +1709,9 @@ vec4_visitor::emit_shader_time_write(int shader_time_subindex, src_reg value) bool vec4_visitor::run(gl_clip_plane *clip_planes) { + bool use_vec4_nir = + compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions != NULL; + sanity_param_count = prog->Parameters->NumParameters; if (shader_time_index >= 0) @@ -1718,11 +1721,18 @@ vec4_visitor::run(gl_clip_plane *clip_planes) emit_prolog(); - /* Generate VS IR for main(). (the visitor only descends into - * functions called "main"). - */ if (shader) { - visit_instructions(shader->base.ir); + if (use_vec4_nir) { + assert(prog->nir != NULL); + emit_nir_code(); + if (failed) + return false; + } else { + /* Generate VS IR for main(). (the visitor only descends into + * functions called "main"). + */ + visit_instructions(shader->base.ir); + } } else { emit_program_code(); } -- 2.1.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev