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authorEric Anholt <[email protected]>2014-07-04 11:51:31 -0700
committerEric Anholt <[email protected]>2014-08-08 18:59:46 -0700
commiteea1d36915cb97ee1a6eb6aeaf15dd5689f03148 (patch)
tree8772bf5d41cbc05b72d5b2c0d62a59c4b3b4748a /src/gallium/drivers/vc4/vc4_program.c
parentc29392751180e21a2857cade8d0b4902cbe9d001 (diff)
vc4: Make scheduling of NOPs a separate step from QIR -> QPU translation.
This should also be used as a way to pair QIR instructions into QPU instructions later.
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_program.c')
-rw-r--r--src/gallium/drivers/vc4/vc4_program.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c
index 12d188185cd..0e415a8baf6 100644
--- a/src/gallium/drivers/vc4/vc4_program.c
+++ b/src/gallium/drivers/vc4/vc4_program.c
@@ -600,7 +600,7 @@ vc4_shader_tgsi_to_qir(struct vc4_compiled_shader *shader, enum qstage stage,
if (vc4_debug & VC4_DEBUG_SHADERDB) {
fprintf(stderr, "SHADER-DB: %s: %d instructions\n",
- qir_get_stage_name(c->stage), c->num_qpu_insts);
+ qir_get_stage_name(c->stage), c->qpu_inst_count);
fprintf(stderr, "SHADER-DB: %s: %d uniforms\n",
qir_get_stage_name(c->stage), trans->num_uniforms);
}
@@ -647,7 +647,7 @@ vc4_fs_compile(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
shader->num_inputs = trans->num_inputs;
copy_uniform_state_to_shader(shader, 0, trans);
shader->bo = vc4_bo_alloc_mem(vc4->screen, trans->c->qpu_insts,
- trans->c->num_qpu_insts * sizeof(uint64_t),
+ trans->c->qpu_inst_count * sizeof(uint64_t),
"fs_code");
qir_compile_destroy(trans->c);
@@ -668,8 +668,8 @@ vc4_vs_compile(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
&key->base);
copy_uniform_state_to_shader(shader, 1, cs_trans);
- uint32_t vs_size = vs_trans->c->num_qpu_insts * sizeof(uint64_t);
- uint32_t cs_size = cs_trans->c->num_qpu_insts * sizeof(uint64_t);
+ uint32_t vs_size = vs_trans->c->qpu_inst_count * sizeof(uint64_t);
+ uint32_t cs_size = cs_trans->c->qpu_inst_count * sizeof(uint64_t);
shader->coord_shader_offset = vs_size; /* XXX: alignment? */
shader->bo = vc4_bo_alloc(vc4->screen,
shader->coord_shader_offset + cs_size,