inst->saturate = c->key.clamp_fragment_color;
}
+ if (INTEL_DEBUG & DEBUG_SHADER_TIME)
+ emit_shader_time_end();
+
fs_inst *inst = emit(FS_OPCODE_FB_WRITE);
inst->target = 0;
inst->base_mrf = base_mrf;
for (unsigned i = 0; i < this->output_components[target]; i++)
emit_color_write(target, i, write_color_mrf);
+ bool eot = false;
+ if (target == c->key.nr_color_regions - 1) {
+ eot = true;
+
+ if (INTEL_DEBUG & DEBUG_SHADER_TIME)
+ emit_shader_time_end();
+ }
+
fs_inst *inst = emit(FS_OPCODE_FB_WRITE);
inst->target = target;
inst->base_mrf = base_mrf;
inst->mlen = nr - base_mrf - reg_width;
else
inst->mlen = nr - base_mrf;
- if (target == c->key.nr_color_regions - 1)
- inst->eot = true;
+ inst->eot = eot;
inst->header_present = header_present;
}
*/
emit_color_write(0, 3, color_mrf);
+ if (INTEL_DEBUG & DEBUG_SHADER_TIME)
+ emit_shader_time_end();
+
fs_inst *inst = emit(FS_OPCODE_FB_WRITE);
inst->base_mrf = base_mrf;
inst->mlen = nr - base_mrf;