diff options
author | Kristian Høgsberg <[email protected]> | 2014-11-13 16:28:17 -0800 |
---|---|---|
committer | Kenneth Graunke <[email protected]> | 2014-11-14 19:38:05 -0800 |
commit | 5c4efc644e731178a07bb41c55cf96425166993f (patch) | |
tree | 1eefaff1f6865286090e49c187ad1d972c82e589 | |
parent | f2bb655ac75d04dc033546479aabbbf4112cc54e (diff) |
i965: Move more code into codegen-branch of the fs_visitor::run() if statement
These last few operations all only apply when we've actually generated
code, optimized and allocated registers. The dummy and the repclear
shaders don't need the gen4 send workaround, and don't spill. This
means we can move these lines into the else-branch, which will make
the following refactoring easier.
v2 (Ken): Rebase on master, which removed the uncompressed stack.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_fs.cpp | 23 |
1 files changed, 11 insertions, 12 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp index 1289a400f36..0bdd8abcf8a 100644 --- a/src/mesa/drivers/dri/i965/brw_fs.cpp +++ b/src/mesa/drivers/dri/i965/brw_fs.cpp @@ -3624,22 +3624,21 @@ fs_visitor::run() break; } } - } - /* This must come after all optimization and register allocation, since - * it inserts dead code that happens to have side effects, and it does - * so based on the actual physical registers in use. - */ - insert_gen4_send_dependency_workarounds(); + /* This must come after all optimization and register allocation, since + * it inserts dead code that happens to have side effects, and it does + * so based on the actual physical registers in use. + */ + insert_gen4_send_dependency_workarounds(); - if (failed) - return false; + if (failed) + return false; - if (!allocated_without_spills) - schedule_instructions(SCHEDULE_POST); + if (!allocated_without_spills) + schedule_instructions(SCHEDULE_POST); - if (last_scratch > 0) { - prog_data->total_scratch = brw_get_scratch_size(last_scratch); + if (last_scratch > 0) + prog_data->total_scratch = brw_get_scratch_size(last_scratch); } if (stage == MESA_SHADER_FRAGMENT) { |