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author | Kenneth Graunke <[email protected]> | 2015-02-26 22:55:54 -0800 |
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committer | Kenneth Graunke <[email protected]> | 2015-03-09 16:07:04 -0700 |
commit | 4ebeb71573ad44f7657810dc5dd2c9030e3e63db (patch) | |
tree | 00329a9d4e619753cc998bb884c0a44b2bfbd63f /m4 | |
parent | e43af8d09f919d02b5ac0810c1c0f1783cbef6ef (diff) |
i965/fs: Make emit_shader_time_end() insert before EOT.
Previously, we emitted the shader-time epilogue from emit_fb_writes(),
during the middle of looping through color regions (or emit_urb_writes
for the VS). This is duplicated several times and rather awkward.
I need to fix a bug in our FB write handling, and it will be a lot
easier if we move emit_shader_time_end() out of there.
Now, we simply emit FB writes/URB writes, and subsequently have
emit_shader_time_end() insert instructions before the final SEND with
EOT. Not only is this simpler, it's actually a slight improvement:
we now include the MOVs to set up the final FB write payload in our
shader-time measurements.
Note that INTEL_DEBUG=shader_time only exists on Gen7+, and uses
send-from-GRF. (In the past, we might have hit trouble where both
attempt to use MRFs for messages; that's not a problem now.)
v2: Rebase on v3 of the previous patch and other shader_time fixes.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]> [v1]
Acked-by: Matt Turner <[email protected]>
Cc: [email protected]
Diffstat (limited to 'm4')
0 files changed, 0 insertions, 0 deletions