if (so->binning_pass && (ctx->compiler->gpu_id < 600))
fixup_binning_pass(ctx);
- if (ir3_shader_debug & IR3_DBG_OPTMSGS) {
- printf("BEFORE CP:\n");
- ir3_print(ir);
- }
+ ir3_debug_print(ir, "BEFORE CP");
ir3_cp(ir, so);
}
}
- if (ir3_shader_debug & IR3_DBG_OPTMSGS) {
- printf("BEFORE GROUPING:\n");
- ir3_print(ir);
- }
+ ir3_debug_print(ir, "BEFORE GROUPING");
ir3_sched_add_deps(ir);
*/
ir3_group(ir);
- if (ir3_shader_debug & IR3_DBG_OPTMSGS) {
- printf("AFTER GROUPING:\n");
- ir3_print(ir);
- }
+ ir3_debug_print(ir, "AFTER GROUPING");
ir3_depth(ir, so);
- if (ir3_shader_debug & IR3_DBG_OPTMSGS) {
- printf("AFTER DEPTH:\n");
- ir3_print(ir);
- }
+ ir3_debug_print(ir, "AFTER DEPTH");
/* do Sethi–Ullman numbering before scheduling: */
ir3_sun(ir);
ir3_a6xx_fixup_atomic_dests(ir, so);
}
- if (ir3_shader_debug & IR3_DBG_OPTMSGS) {
- printf("AFTER SCHED:\n");
- ir3_print(ir);
- }
+ ir3_debug_print(ir, "AFTER SCHED");
/* Pre-assign VS inputs on a6xx+ binning pass shader, to align
* with draw pass VS, so binning and draw pass can both use the
goto out;
}
- if (ir3_shader_debug & IR3_DBG_OPTMSGS) {
- printf("AFTER RA:\n");
- ir3_print(ir);
- }
+ ir3_debug_print(ir, "AFTER RA");
if (so->type == MESA_SHADER_FRAGMENT)
pack_inlocs(ctx);
*/
ir3_legalize(ir, &so->has_ssbo, &so->need_pixlod, &max_bary);
- if (ir3_shader_debug & IR3_DBG_OPTMSGS) {
- printf("AFTER LEGALIZE:\n");
- ir3_print(ir);
- }
+ ir3_debug_print(ir, "AFTER LEGALIZE");
/* Set (ss)(sy) on first TCS and GEOMETRY instructions, since we don't
* know what we might have to wait on when coming in from VS chsh.