void
fs_visitor::optimize()
{
- const char *stage_name = stage == MESA_SHADER_VERTEX ? "vs" : "fs";
-
split_virtual_grfs();
move_uniform_array_access_to_pull_constants();
if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER) && this_progress) { \
char filename[64]; \
snprintf(filename, 64, "%s%d-%04d-%02d-%02d-" #pass, \
- stage_name, dispatch_width, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
+ stage_abbrev, dispatch_width, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
\
backend_visitor::dump_instructions(filename); \
} \
if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER)) {
char filename[64];
snprintf(filename, 64, "%s%d-%04d-00-start",
- stage_name, dispatch_width, shader_prog ? shader_prog->Name : 0);
+ stage_abbrev, dispatch_width,
+ shader_prog ? shader_prog->Name : 0);
backend_visitor::dump_instructions(filename);
}
}
if (!allocated_without_spills) {
- const char *stage_name = stage == MESA_SHADER_VERTEX ?
- "Vertex" : "Fragment";
-
/* We assume that any spilling is worse than just dropping back to
* SIMD8. There's probably actually some intermediate point where
* SIMD16 with a couple of spills is still better.
move_push_constants_to_pull_constants();
split_virtual_grfs();
- const char *stage_name = stage == MESA_SHADER_GEOMETRY ? "gs" : "vs";
-
#define OPT(pass, args...) ({ \
pass_num++; \
bool this_progress = pass(args); \
if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER) && this_progress) { \
char filename[64]; \
snprintf(filename, 64, "%s-%04d-%02d-%02d-" #pass, \
- stage_name, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
+ stage_abbrev, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
\
backend_visitor::dump_instructions(filename); \
} \
if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER)) {
char filename[64];
snprintf(filename, 64, "%s-%04d-00-start",
- stage_name, shader_prog ? shader_prog->Name : 0);
+ stage_abbrev, shader_prog ? shader_prog->Name : 0);
backend_visitor::dump_instructions(filename);
}