ir3_debug_print(ir, "AFTER: nir->ir3");
- ir3_cf(ir);
-
- ir3_debug_print(ir, "AFTER: ir3_cf");
-
- ir3_cp(ir, so);
-
- ir3_debug_print(ir, "AFTER: ir3_cp");
+ IR3_PASS(ir, ir3_cf);
+ IR3_PASS(ir, ir3_cp, so);
/* at this point, for binning pass, throw away unneeded outputs:
* Note that for a6xx and later, we do this after ir3_cp to ensure
}
- ir3_sched_add_deps(ir);
-
- ir3_debug_print(ir, "AFTER: ir3_sched_add_deps");
+ IR3_PASS(ir, ir3_sched_add_deps);
/* Group left/right neighbors, inserting mov's where needed to
* solve conflicts:
*/
- ir3_group(ir);
+ IR3_PASS(ir, ir3_group);
- ir3_debug_print(ir, "AFTER: ir3_group");
-
- ir3_dce(ir, so);
-
- ir3_debug_print(ir, "AFTER: ir3_dce");
+ IR3_PASS(ir, ir3_dce, so);
ret = ir3_sched(ir);
if (ret) {
goto out;
}
- ir3_postsched(ir);
- ir3_debug_print(ir, "AFTER: ir3_postsched");
+ IR3_PASS(ir, ir3_postsched);
if (compiler->gpu_id >= 600) {
- if (ir3_a6xx_fixup_atomic_dests(ir, so)) {
- ir3_debug_print(ir, "AFTER: ir3_a6xx_fixup_atomic_dests");
- }
+ IR3_PASS(ir, ir3_a6xx_fixup_atomic_dests, so);
}
if (so->type == MESA_SHADER_FRAGMENT)
/* We need to do legalize after (for frag shader's) the "bary.f"
* offsets (inloc) have been assigned.
*/
- ir3_legalize(ir, so, &max_bary);
-
- ir3_debug_print(ir, "AFTER: ir3_legalize");
+ IR3_PASS(ir, ir3_legalize, so, &max_bary);
/* 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.