i965: Use a single index per shader for shader_time.
authorJason Ekstrand <jason.ekstrand@intel.com>
Fri, 19 Jun 2015 21:46:03 +0000 (14:46 -0700)
committerJason Ekstrand <jason.ekstrand@intel.com>
Tue, 23 Jun 2015 22:33:16 +0000 (15:33 -0700)
commitc7893dc3c590b86787d8118e3920debaea3f16da
treee347e8de39fbb73cd208e8688499733cd6b6455e
parent6e255a3299c9ec5208cb5519b5da2edb0ce2972b
i965: Use a single index per shader for shader_time.

Previously, each shader took 3 shader time indices which were potentially
at arbirary points in the shader time buffer.  Now, each shader gets a
single index which refers to 3 consecutive locations in the buffer.  This
simplifies some of the logic at the cost of having a magic 3 a few places.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
src/mesa/drivers/dri/i965/brw_context.h
src/mesa/drivers/dri/i965/brw_fs.cpp
src/mesa/drivers/dri/i965/brw_fs.h
src/mesa/drivers/dri/i965/brw_program.c
src/mesa/drivers/dri/i965/brw_vec4.cpp
src/mesa/drivers/dri/i965/brw_vec4.h
src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp
src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
src/mesa/drivers/dri/i965/brw_vec4_vs_visitor.cpp
src/mesa/drivers/dri/i965/test_vec4_copy_propagation.cpp
src/mesa/drivers/dri/i965/test_vec4_register_coalesce.cpp