bool
-brw_compile_gs_prog(struct brw_context *brw,
+brw_codegen_gs_prog(struct brw_context *brw,
struct gl_shader_program *prog,
struct brw_geometry_program *gp,
struct brw_gs_prog_key *key)
}
/* Scratch space is used for register spilling */
- if (c.base.last_scratch) {
- perf_debug("Geometry shader triggered register spilling. "
- "Try reducing the number of live vec4 values to "
- "improve performance.\n");
-
- c.prog_data.base.base.total_scratch
- = brw_get_scratch_size(c.base.last_scratch*REG_SIZE);
-
+ if (c.prog_data.base.base.total_scratch) {
brw_get_scratch_bo(brw, &stage_state->scratch_bo,
c.prog_data.base.base.total_scratch *
brw->max_gs_threads);
if (!brw_search_cache(&brw->cache, BRW_CACHE_GS_PROG,
&key, sizeof(key),
&stage_state->prog_offset, &brw->gs.prog_data)) {
- bool success = brw_compile_gs_prog(brw, current[MESA_SHADER_GEOMETRY],
+ bool success = brw_codegen_gs_prog(brw, current[MESA_SHADER_GEOMETRY],
gp, &key);
assert(success);
(void)success;
*/
key.input_varyings = gp->Base.InputsRead;
- success = brw_compile_gs_prog(brw, shader_prog, bgp, &key);
+ success = brw_codegen_gs_prog(brw, shader_prog, bgp, &key);
brw->gs.base.prog_offset = old_prog_offset;
brw->gs.prog_data = old_prog_data;