/* We want to read the 3 fields we care about even if it's not enabled in
* the dispatch.
*/
- bld.exec_all().MOV(dst, ts);
+ bld.group(4, 0).exec_all().MOV(dst, ts);
/* The caller wants the low 32 bits of the timestamp. Since it's running
* at the GPU clock rate of ~1.2ghz, it will roll over every ~3 seconds,
start.negate = true;
fs_reg diff = fs_reg(GRF, alloc.allocate(1), BRW_REGISTER_TYPE_UD, 1);
diff.set_smear(0);
- ibld.ADD(diff, start, shader_end_time);
+
+ const fs_builder cbld = ibld.group(1, 0);
+ cbld.group(1, 0).ADD(diff, start, shader_end_time);
/* If there were no instructions between the two timestamp gets, the diff
* is 2 cycles. Remove that overhead, so I can forget about that when
* trying to determine the time taken for single instructions.
*/
- ibld.ADD(diff, diff, fs_reg(-2u));
- SHADER_TIME_ADD(ibld, 0, diff);
- SHADER_TIME_ADD(ibld, 1, fs_reg(1u));
+ cbld.ADD(diff, diff, fs_reg(-2u));
+ SHADER_TIME_ADD(cbld, 0, diff);
+ SHADER_TIME_ADD(cbld, 1, fs_reg(1u));
ibld.emit(BRW_OPCODE_ELSE);
- SHADER_TIME_ADD(ibld, 2, fs_reg(1u));
+ SHADER_TIME_ADD(cbld, 2, fs_reg(1u));
ibld.emit(BRW_OPCODE_ENDIF);
}