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intel/compiler: move predicated_break out of backend loop
This has no impact on the generated shaders, but does have a small (positive) impact on the amount of time spent in shader compilation. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29126>
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1 changed files with 2 additions and 1 deletions
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@ -65,7 +65,6 @@ brw_fs_optimize(fs_visitor &s)
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OPT(brw_fs_opt_cse_defs);
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if (!OPT(brw_fs_opt_copy_propagation_defs))
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OPT(brw_fs_opt_copy_propagation);
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OPT(brw_fs_opt_predicated_break);
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OPT(brw_fs_opt_cmod_propagation);
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OPT(brw_fs_opt_dead_code_eliminate);
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OPT(brw_fs_opt_peephole_sel);
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@ -79,6 +78,8 @@ brw_fs_optimize(fs_visitor &s)
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progress = false;
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pass_num = 0;
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OPT(brw_fs_opt_predicated_break);
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if (OPT(brw_fs_lower_pack)) {
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OPT(brw_fs_opt_register_coalesce);
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OPT(brw_fs_opt_dead_code_eliminate);
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