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authorKenneth Graunke <[email protected]>2013-03-27 23:19:39 -0700
committerKenneth Graunke <[email protected]>2013-03-29 11:39:32 -0700
commit57a502518e79d42b014517bf36b297cc68947389 (patch)
tree7fe390ac1a6de6cc438548b107fd9782ee43d13e /src/glsl
parent20d846ce8b46604ced835eb68079a0dbae2e19dc (diff)
i965: Fix INTEL_DEBUG=shader_time for fragment shaders with discards.
"discard" instructions generate HALT instructions which jump to a final HALT near the end of the shader. Previously, fs_generator created this final jump target when it saw the first FS_OPCODE_FB_WRITE, causing it to jump right before the FB write epilogue. This is normally good. However, INTEL_DEBUG=shader_time also has an epilogue section which records the final timestamp. The frontend emits IR for this just before FS_OPCODE_FB_WRITE. Unfortunately, this led to the following ordering: 1. Shader Time Epilogue 2. Final HALT (where discards jump) 3. Framebuffer Write Epilogue This meant that discarded pixels completely skipped the shader time epilogue, causing no ending timestamp to be written. This obviously led to inaccurate results. This patch adds a new FS_OPCODE_PLACEHOLDER_HALT in the IR stream just before any epilogue sections. This is where the final HALT should be generated, and makes it easy to ensure the correct ordering: 1. Final HALT 2. Shader Time Epilogue 3. Framebuffer Write Epilogue For shaders that don't discard, this opcode compiles away to nothing. The scheduler adds barrier dependencies to make sure that it doesn't get moved above any FS_OPCODE_DISCARD_JUMP instructions. One 8-wide shader in GLBenchmark 2.7 dropped from 2291.67 Gcycles to a mere 5.13 Gcycles. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
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