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authorKenneth Graunke <[email protected]>2015-03-12 05:37:43 -0700
committerKenneth Graunke <[email protected]>2015-04-30 11:49:50 -0700
commit1ac7db07b363207e8ded9259f84bbcaa084b8667 (patch)
tree998d2f7dcd333ed3cbee7f047cb0b7b06b774580
parent1db5d3c19ee8d91686dfe3c1927a3e2dfa83830c (diff)
i965: Unhardcode a few more stage names and abbreviations.
The stage_abbrev and stage_name fields in backend_visitor provide what we need without any additional effort. It also means we'll get the right names for compute shaders, SIMD8 geometry shaders, and both kinds of tessellation shaders. This does unfortunately change the capitalization of the stage abbreviation in the INTEL_DEBUG=optimizer output filenames. It doesn't seem worth adding code to handle, though. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs.cpp10
-rw-r--r--src/mesa/drivers/dri/i965/brw_vec4.cpp6
2 files changed, 5 insertions, 11 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
index 255ddf436df..a6483230e52 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
@@ -3766,8 +3766,6 @@ fs_visitor::calculate_register_pressure()
void
fs_visitor::optimize()
{
- const char *stage_name = stage == MESA_SHADER_VERTEX ? "vs" : "fs";
-
split_virtual_grfs();
move_uniform_array_access_to_pull_constants();
@@ -3781,7 +3779,7 @@ fs_visitor::optimize()
if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER) && this_progress) { \
char filename[64]; \
snprintf(filename, 64, "%s%d-%04d-%02d-%02d-" #pass, \
- stage_name, dispatch_width, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
+ stage_abbrev, dispatch_width, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
\
backend_visitor::dump_instructions(filename); \
} \
@@ -3793,7 +3791,8 @@ fs_visitor::optimize()
if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER)) {
char filename[64];
snprintf(filename, 64, "%s%d-%04d-00-start",
- stage_name, dispatch_width, shader_prog ? shader_prog->Name : 0);
+ stage_abbrev, dispatch_width,
+ shader_prog ? shader_prog->Name : 0);
backend_visitor::dump_instructions(filename);
}
@@ -3885,9 +3884,6 @@ fs_visitor::allocate_registers()
}
if (!allocated_without_spills) {
- const char *stage_name = stage == MESA_SHADER_VERTEX ?
- "Vertex" : "Fragment";
-
/* We assume that any spilling is worse than just dropping back to
* SIMD8. There's probably actually some intermediate point where
* SIMD16 with a couple of spills is still better.
diff --git a/src/mesa/drivers/dri/i965/brw_vec4.cpp b/src/mesa/drivers/dri/i965/brw_vec4.cpp
index 8ce07637b20..57b507d7f63 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4.cpp
+++ b/src/mesa/drivers/dri/i965/brw_vec4.cpp
@@ -1700,8 +1700,6 @@ vec4_visitor::run()
move_push_constants_to_pull_constants();
split_virtual_grfs();
- const char *stage_name = stage == MESA_SHADER_GEOMETRY ? "gs" : "vs";
-
#define OPT(pass, args...) ({ \
pass_num++; \
bool this_progress = pass(args); \
@@ -1709,7 +1707,7 @@ vec4_visitor::run()
if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER) && this_progress) { \
char filename[64]; \
snprintf(filename, 64, "%s-%04d-%02d-%02d-" #pass, \
- stage_name, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
+ stage_abbrev, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
\
backend_visitor::dump_instructions(filename); \
} \
@@ -1722,7 +1720,7 @@ vec4_visitor::run()
if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER)) {
char filename[64];
snprintf(filename, 64, "%s-%04d-00-start",
- stage_name, shader_prog ? shader_prog->Name : 0);
+ stage_abbrev, shader_prog ? shader_prog->Name : 0);
backend_visitor::dump_instructions(filename);
}