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authorKenneth Graunke <[email protected]>2015-02-26 22:55:54 -0800
committerKenneth Graunke <[email protected]>2015-03-09 16:07:04 -0700
commit4ebeb71573ad44f7657810dc5dd2c9030e3e63db (patch)
tree00329a9d4e619753cc998bb884c0a44b2bfbd63f /scons/crossmingw.py
parente43af8d09f919d02b5ac0810c1c0f1783cbef6ef (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]
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