backend_visitor now handles this, so we can delete the vec4_visitor specific code. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kristian Høgsberg <krh@bitplanet.net> Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>tags/10.6-branchpoint
@@ -84,7 +84,6 @@ public: | |||
struct gl_shader_program *shader_prog, | |||
gl_shader_stage stage, | |||
void *mem_ctx, | |||
bool debug_flag, | |||
bool no_spills, | |||
shader_time_shader_type st_base, | |||
shader_time_shader_type st_written, | |||
@@ -398,8 +397,6 @@ protected: | |||
virtual vec4_instruction *emit_urb_write_opcode(bool complete) = 0; | |||
virtual int compute_array_stride(ir_dereference_array *ir); | |||
const bool debug_flag; | |||
private: | |||
/** | |||
* If true, then register allocation should fail instead of spilling. |
@@ -41,7 +41,7 @@ vec4_gs_visitor::vec4_gs_visitor(struct brw_context *brw, | |||
bool no_spills) | |||
: vec4_visitor(brw, &c->base, &c->gp->program.Base, &c->key.base, | |||
&c->prog_data.base, prog, MESA_SHADER_GEOMETRY, mem_ctx, | |||
INTEL_DEBUG & DEBUG_GS, no_spills, | |||
no_spills, | |||
ST_GS, ST_GS_WRITTEN, ST_GS_RESET), | |||
c(c) | |||
{ |
@@ -3588,7 +3588,6 @@ vec4_visitor::vec4_visitor(struct brw_context *brw, | |||
struct gl_shader_program *shader_prog, | |||
gl_shader_stage stage, | |||
void *mem_ctx, | |||
bool debug_flag, | |||
bool no_spills, | |||
shader_time_shader_type st_base, | |||
shader_time_shader_type st_written, | |||
@@ -3601,7 +3600,6 @@ vec4_visitor::vec4_visitor(struct brw_context *brw, | |||
fail_msg(NULL), | |||
first_non_payload_grf(0), | |||
need_all_constants_in_pull_buffer(false), | |||
debug_flag(debug_flag), | |||
no_spills(no_spills), | |||
st_base(st_base), | |||
st_written(st_written), | |||
@@ -3662,7 +3660,7 @@ vec4_visitor::fail(const char *format, ...) | |||
this->fail_msg = msg; | |||
if (debug_flag) { | |||
if (debug_enabled) { | |||
fprintf(stderr, "%s", msg); | |||
} | |||
} |
@@ -220,7 +220,7 @@ vec4_vs_visitor::vec4_vs_visitor(struct brw_context *brw, | |||
: vec4_visitor(brw, &vs_compile->base, &vs_compile->vp->program.Base, | |||
&vs_compile->key.base, &vs_prog_data->base, prog, | |||
MESA_SHADER_VERTEX, | |||
mem_ctx, INTEL_DEBUG & DEBUG_VS, false /* no_spills */, | |||
mem_ctx, false /* no_spills */, | |||
ST_VS, ST_VS_WRITTEN, ST_VS_RESET), | |||
vs_compile(vs_compile), | |||
vs_prog_data(vs_prog_data) |
@@ -47,7 +47,7 @@ public: | |||
struct gl_shader_program *shader_prog) | |||
: vec4_visitor(brw, NULL, NULL, NULL, NULL, shader_prog, | |||
MESA_SHADER_VERTEX, NULL, | |||
false, false /* no_spills */, | |||
false /* no_spills */, | |||
ST_NONE, ST_NONE, ST_NONE) | |||
{ | |||
} |
@@ -50,7 +50,7 @@ public: | |||
struct gl_shader_program *shader_prog) | |||
: vec4_visitor(brw, NULL, NULL, NULL, NULL, shader_prog, | |||
MESA_SHADER_VERTEX, NULL, | |||
false, false /* no_spills */, | |||
false /* no_spills */, | |||
ST_NONE, ST_NONE, ST_NONE) | |||
{ | |||
} |