} while (progress);
}
+static bool
+count_nir_instrs_in_block(nir_block *block, void *state)
+{
+ int *count = (int *) state;
+ nir_foreach_instr(block, instr) {
+ *count = *count + 1;
+ }
+ return true;
+}
+
+static int
+count_nir_instrs(nir_shader *nir)
+{
+ int count = 0;
+ nir_foreach_overload(nir, overload) {
+ if (!overload->impl)
+ continue;
+ nir_foreach_block(overload->impl, count_nir_instrs_in_block, &count);
+ }
+ return count;
+}
+
void
fs_visitor::emit_nir_code()
{
nir_print_shader(nir, stderr);
}
+ if (dispatch_width == 8) {
+ static GLuint msg_id = 0;
+ _mesa_gl_debug(&brw->ctx, &msg_id,
+ MESA_DEBUG_SOURCE_SHADER_COMPILER,
+ MESA_DEBUG_TYPE_OTHER,
+ MESA_DEBUG_SEVERITY_NOTIFICATION,
+ "FS NIR shader: %d inst\n",
+ count_nir_instrs(nir));
+ }
+
nir_convert_from_ssa(nir);
nir_validate_shader(nir);
nir_lower_vec_to_movs(nir);