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authorKristian Høgsberg <[email protected]>2014-11-13 16:28:17 -0800
committerKenneth Graunke <[email protected]>2014-11-14 19:38:05 -0800
commit5c4efc644e731178a07bb41c55cf96425166993f (patch)
tree1eefaff1f6865286090e49c187ad1d972c82e589 /src/mesa/drivers
parentf2bb655ac75d04dc033546479aabbbf4112cc54e (diff)
i965: Move more code into codegen-branch of the fs_visitor::run() if statement
These last few operations all only apply when we've actually generated code, optimized and allocated registers. The dummy and the repclear shaders don't need the gen4 send workaround, and don't spill. This means we can move these lines into the else-branch, which will make the following refactoring easier. v2 (Ken): Rebase on master, which removed the uncompressed stack. Signed-off-by: Kristian Høgsberg <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs.cpp23
1 files changed, 11 insertions, 12 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
index 1289a400f36..0bdd8abcf8a 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
@@ -3624,22 +3624,21 @@ fs_visitor::run()
break;
}
}
- }
- /* This must come after all optimization and register allocation, since
- * it inserts dead code that happens to have side effects, and it does
- * so based on the actual physical registers in use.
- */
- insert_gen4_send_dependency_workarounds();
+ /* This must come after all optimization and register allocation, since
+ * it inserts dead code that happens to have side effects, and it does
+ * so based on the actual physical registers in use.
+ */
+ insert_gen4_send_dependency_workarounds();
- if (failed)
- return false;
+ if (failed)
+ return false;
- if (!allocated_without_spills)
- schedule_instructions(SCHEDULE_POST);
+ if (!allocated_without_spills)
+ schedule_instructions(SCHEDULE_POST);
- if (last_scratch > 0) {
- prog_data->total_scratch = brw_get_scratch_size(last_scratch);
+ if (last_scratch > 0)
+ prog_data->total_scratch = brw_get_scratch_size(last_scratch);
}
if (stage == MESA_SHADER_FRAGMENT) {