Further reduces instruction count by 4.0% in 40.7% of the vertex
shaders.
value.swizzle = BRW_SWIZZLE4(s[0], s[1], s[2], s[3]);
if (value.file != UNIFORM &&
+ value.file != GRF &&
value.file != ATTR)
return false;
if (intel->gen >= 6 && inst->is_math())
return false;
+ /* Don't report progress if this is a noop. */
+ if (value.equals(&inst->src[arg]))
+ return false;
+
inst->src[arg] = value;
return true;
}
cur_value[i][j] &&
cur_value[i][j]->file == GRF &&
cur_value[i][j]->reg == inst->dst.reg &&
- cur_value[i][j]->reg == inst->dst.reg) {
+ cur_value[i][j]->reg_offset == inst->dst.reg_offset) {
cur_value[i][j] = NULL;
}
}