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authorJason Ekstrand <[email protected]>2015-06-18 12:24:27 -0700
committerJason Ekstrand <[email protected]>2015-06-30 16:13:50 -0700
commit67c4c9e1a709508b88d6d31eb1f7cb61d187189e (patch)
tree71067784bc82987ec336da5ee3703bfa89aa27ac /src/mesa/drivers/dri
parentf7dcc1160331462a071c54ca1067f9e2f57b55be (diff)
i965/fs: Make better use of the builder in shader_time
Previously, we were just depending on register widths to ensure that various things were exec_size of 1 etc. Now, we do so explicitly using the builder. Reviewed-by: Topi Pohjolainen <[email protected]> Acked-by: Francisco Jerez <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri')
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
index ceac20cc97a..464c1f673cd 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
@@ -557,7 +557,7 @@ fs_visitor::get_timestamp(const fs_builder &bld)
/* We want to read the 3 fields we care about even if it's not enabled in
* the dispatch.
*/
- bld.exec_all().MOV(dst, ts);
+ bld.group(4, 0).exec_all().MOV(dst, ts);
/* The caller wants the low 32 bits of the timestamp. Since it's running
* at the GPU clock rate of ~1.2ghz, it will roll over every ~3 seconds,
@@ -604,17 +604,19 @@ fs_visitor::emit_shader_time_end()
start.negate = true;
fs_reg diff = fs_reg(GRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD, 1);
diff.set_smear(0);
- ibld.ADD(diff, start, shader_end_time);
+
+ const fs_builder cbld = ibld.group(1, 0);
+ cbld.group(1, 0).ADD(diff, start, shader_end_time);
/* If there were no instructions between the two timestamp gets, the diff
* is 2 cycles. Remove that overhead, so I can forget about that when
* trying to determine the time taken for single instructions.
*/
- ibld.ADD(diff, diff, fs_reg(-2u));
- SHADER_TIME_ADD(ibld, 0, diff);
- SHADER_TIME_ADD(ibld, 1, fs_reg(1u));
+ cbld.ADD(diff, diff, fs_reg(-2u));
+ SHADER_TIME_ADD(cbld, 0, diff);
+ SHADER_TIME_ADD(cbld, 1, fs_reg(1u));
ibld.emit(BRW_OPCODE_ELSE);
- SHADER_TIME_ADD(ibld, 2, fs_reg(1u));
+ SHADER_TIME_ADD(cbld, 2, fs_reg(1u));
ibld.emit(BRW_OPCODE_ENDIF);
}