broadcom: fix typos
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22591>
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Marge Bot

parent
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commit
c3c63cb1d8
@@ -508,7 +508,7 @@ spec@oes_shader_io_blocks@compiler@layout-location-aliasing.vert,Fail
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# https://gitlab.freedesktop.org/mesa/piglit/-/merge_requests/800
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spec@!opengl es 3.0@gles-3.0-transform-feedback-uniform-buffer-object,Fail
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# Precission differences between expected and obtained; works if
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# Precision differences between expected and obtained; works if
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# exporting V3D_DEBUG=tmu32.
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spec@oes_texture_view@rendering-formats,Fail
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spec@oes_texture_view@rendering-formats@clear GL_R8 as GL_R8I,Fail
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@@ -521,7 +521,7 @@ spec@oes_texture_view@rendering-formats@clear GL_RGBA8 as GL_RG16F,Fail
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spec@oes_texture_view@rendering-formats@clear GL_RGBA8 as GL_RG16I,Fail
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spec@oes_texture_view@rendering-formats@clear GL_RGBA8 as GL_RGBA8I,Fail
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# Also related with precission issues
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# Also related with precision issues
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spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_R32F,Fail
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spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_R32I,Fail
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spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_RG16F,Fail
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@@ -299,7 +299,7 @@
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<value name="packed complete patches" value="2"/>
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</enum>
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<enum name="Primitve counters" prefix="V3D_PRIM_COUNTS">
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<enum name="Primitive counters" prefix="V3D_PRIM_COUNTS">
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<value name="tf_words_buffer0" value="0"/>
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<value name="tf_words_buffer1" value="1"/>
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<value name="tf_words_buffer2" value="2"/>
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@@ -49,7 +49,7 @@
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#define V3D_MAX_BUFFER_RANGE (1 << 30)
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/* Sub-pixel precission bits in the rasterizer */
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/* Sub-pixel precision bits in the rasterizer */
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#define V3D_COORD_SHIFT 6
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/* Size of a cache line */
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@@ -41,7 +41,7 @@ static const char *v3d_performance_counters[][3] = {
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{"TLB", "TLB-quads-written-to-color-buffer", "[TLB] Quads with valid pixels written to colour buffer"},
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{"PTB", "PTB-primitives-discarded-outside-viewport", "[PTB] Primitives discarded by being outside the viewport"},
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{"PTB", "PTB-primitives-need-clipping", "[PTB] Primitives that need clipping"},
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{"PTB", "PTB-primitives-discared-reversed", "[PTB] Primitives that are discarded because they are reversed"},
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{"PTB", "PTB-primitives-discarded-reversed", "[PTB] Primitives that are discarded because they are reversed"},
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{"QPU", "QPU-total-idle-clk-cycles", "[QPU] Total idle clock cycles for all QPUs"},
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{"QPU", "QPU-total-active-clk-cycles-vertex-coord-shading", "[QPU] Total active clock cycles for all QPUs doing vertex/coordinate/user shading (counts only when QPU is not stalled)"},
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{"QPU", "QPU-total-active-clk-cycles-fragment-shading", "[QPU] Total active clock cycles for all QPUs doing fragment shading (counts only when QPU is not stalled)"},
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@@ -164,7 +164,7 @@ vir_emit_thrsw(struct v3d_compile *c)
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c->last_thrsw->qpu.sig.thrsw = true;
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c->last_thrsw_at_top_level = !c->in_control_flow;
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/* We need to lock the scoreboard before any tlb acess happens. If this
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/* We need to lock the scoreboard before any tlb access happens. If this
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* thread switch comes after we have emitted a tlb load, then it means
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* that we can't lock on the last thread switch any more.
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*/
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@@ -304,7 +304,7 @@ ntq_flush_tmu(struct v3d_compile *c)
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/**
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* Queues a pending thread switch + LDTMU/TMUWT for a TMU operation. The caller
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* is reponsible for ensuring that doing this doesn't overflow the TMU fifos,
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* is responsible for ensuring that doing this doesn't overflow the TMU fifos,
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* and more specifically, the output fifo, since that can't stall.
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*/
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void
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@@ -1741,7 +1741,7 @@ ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr)
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/* Each TLB read/write setup (a render target or depth buffer) takes an 8-bit
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* specifier. They come from a register that's preloaded with 0xffffffff
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* (0xff gets you normal vec4 f16 RT0 writes), and when one is neaded the low
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* (0xff gets you normal vec4 f16 RT0 writes), and when one is needed the low
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* 8 bits are shifted off the bottom and 0xff shifted in from the top.
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*/
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#define TLB_TYPE_F16_COLOR (3 << 6)
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@@ -2555,7 +2555,7 @@ vir_emit_tlb_color_read(struct v3d_compile *c, nir_intrinsic_instr *instr)
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*
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* To fix that, we make sure we always emit a thread switch before the
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* first tlb color read. If that happens to be the last thread switch
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* we emit, then everything is fine, but otherwsie, if any code after
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* we emit, then everything is fine, but otherwise, if any code after
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* this point needs to emit additional thread switches, then we will
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* switch the strategy to locking the scoreboard on the first thread
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* switch instead -- see vir_emit_thrsw().
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@@ -629,7 +629,7 @@ mux_read_stalls(struct choose_scoreboard *scoreboard,
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}
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/* We define a max schedule priority to allow negative priorities as result of
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* substracting this max when an instruction stalls. So instructions that
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* subtracting this max when an instruction stalls. So instructions that
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* stall have lower priority than regular instructions. */
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#define MAX_SCHEDULE_PRIORITY 16
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@@ -1196,13 +1196,13 @@ retry:
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if (pixel_scoreboard_too_soon(c, scoreboard, inst))
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continue;
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/* When we succesfully pair up an ldvary we then try
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/* When we successfully pair up an ldvary we then try
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* to merge it into the previous instruction if
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* possible to improve pipelining. Don't pick up the
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* ldvary now if the follow-up fixup would place
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* it in the delay slots of a thrsw, which is not
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* allowed and would prevent the fixup from being
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* successul.
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* successful.
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*/
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if (inst->sig.ldvary &&
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scoreboard->last_thrsw_tick + 2 >= scoreboard->tick - 1) {
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@@ -1687,7 +1687,7 @@ qpu_inst_after_thrsw_valid_in_delay_slot(struct v3d_compile *c,
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assert(slot <= 2);
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/* We merge thrsw instructions back into the instruction stream
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* manually, so any instructions scheduled after a thrsw shold be
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* manually, so any instructions scheduled after a thrsw should be
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* in the actual delay slots and not in the same slot as the thrsw.
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*/
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assert(slot >= 1);
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@@ -2122,7 +2122,7 @@ fixup_pipelined_ldvary(struct v3d_compile *c,
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struct qblock *block,
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struct v3d_qpu_instr *inst)
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{
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/* We only call this if we have successfuly merged an ldvary into a
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/* We only call this if we have successfully merged an ldvary into a
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* previous instruction.
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*/
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assert(inst->type == V3D_QPU_INSTR_TYPE_ALU);
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@@ -2209,7 +2209,7 @@ fixup_pipelined_ldvary(struct v3d_compile *c,
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/* By moving ldvary to the previous instruction we make it update
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* r5 in the current one, so nothing else in it should write r5.
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* This should've been prevented by our depedency tracking, which
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* This should've been prevented by our dependency tracking, which
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* would not allow ldvary to be paired up with an instruction that
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* writes r5 (since our dependency tracking doesn't know that the
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* ldvary write r5 happens in the next instruction).
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@@ -128,7 +128,7 @@ qpu_validate_inst(struct v3d_qpu_validate_state *state, struct qinst *qinst)
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*
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* FIXME: This would not check correctly for V3D 4.2 versions lower
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* than V3D 4.2.14, but that is not a real issue because the simulator
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* will still catch this, and we are not really targetting any such
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* will still catch this, and we are not really targeting any such
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* versions anyway.
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*/
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if (state->c->devinfo->ver < 42) {
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@@ -35,7 +35,7 @@ v3d33_vir_emit_tex(struct v3d_compile *c, nir_tex_instr *instr)
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{
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/* FIXME: We don't bother implementing pipelining for texture reads
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* for any pre 4.x hardware. It should be straight forward to do but
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* we are not really testing or even targetting this hardware at
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* we are not really testing or even targeting this hardware at
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* present.
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*/
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ntq_flush_tmu(c);
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@@ -87,7 +87,7 @@ enum qfile {
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/** A physical register, such as the W coordinate payload. */
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QFILE_REG,
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/** One of the regsiters for fixed function interactions. */
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/** One of the registers for fixed function interactions. */
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QFILE_MAGIC,
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/**
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@@ -490,7 +490,7 @@ struct v3d_vs_key {
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bool clamp_color;
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};
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/** A basic block of VIR intructions. */
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/** A basic block of VIR instructions. */
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struct qblock {
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struct list_head link;
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@@ -216,7 +216,7 @@ v3d_nir_lower_vpm_output(struct v3d_compile *c, nir_builder *b,
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}
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/* Scalarize outputs if it hasn't happened already, since we want to
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* schedule each VPM write individually. We can skip any outut
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* schedule each VPM write individually. We can skip any output
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* components not read by the FS.
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*/
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for (int i = 0; i < intr->num_components; i++) {
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@@ -304,7 +304,7 @@ v3d_nir_lower_end_primitive(struct v3d_compile *c, nir_builder *b,
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* doesn't provide means to do that, so we need to apply the swizzle in the
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* vertex shader.
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*
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* This is required at least in Vulkan to support madatory vertex attribute
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* This is required at least in Vulkan to support mandatory vertex attribute
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* format VK_FORMAT_B8G8R8A8_UNORM.
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*/
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static void
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@@ -679,7 +679,7 @@ emit_gs_vpm_output_header_prolog(struct v3d_compile *c, nir_builder *b,
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* have a variable just to keep track of the number of vertices we
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* emitted and instead we can just compute it here from the header
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* offset variable by removing the one generic header slot that always
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* goes at the begining of out header.
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* goes at the beginning of out header.
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*/
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nir_ssa_def *header_offset =
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nir_load_var(b, state->gs.header_offset_var);
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@@ -89,7 +89,7 @@ vir_has_side_effects(struct v3d_compile *c, struct qinst *inst)
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* pointer, so each read has a side effect (we don't care for ldunif
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* because we reconstruct the uniform stream buffer after compiling
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* with the surviving uniforms), so allowing DCE to remove
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* one would break follow-up loads. We could fix this by emiting a
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* one would break follow-up loads. We could fix this by emitting a
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* unifa for each ldunifa, but each unifa requires 3 delay slots
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* before a ldunifa, so that would be quite expensive.
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*/
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@@ -1159,7 +1159,7 @@ v3d_instr_delay_cb(nir_instr *instr, void *data)
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/* We should not use very large delays for TMU instructions. Typically,
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* thread switches will be sufficient to hide all or most of the latency,
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* so we typically only need a little bit of extra room. If we over-estimate
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* the latency here we may end up unnecesarily delaying the critical path in
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* the latency here we may end up unnecessarily delaying the critical path in
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* the shader, which would have a negative effect in performance, so here
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* we are trying to strike a balance based on empirical testing.
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*/
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@@ -1629,7 +1629,7 @@ v3d_attempt_compile(struct v3d_compile *c)
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.threshold = c->threads == 4 ? 24 : 48,
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/* Vertex shaders share the same memory for inputs and outputs,
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* fragement and geometry shaders do not.
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* fragment and geometry shaders do not.
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*/
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.stages_with_shared_io_memory =
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(((1 << MESA_ALL_SHADER_STAGES) - 1) &
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@@ -1727,7 +1727,7 @@ static const struct v3d_compiler_strategy strategies[] = {
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/**
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* If a particular optimization didn't make any progress during a compile
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* attempt disabling it alone won't allow us to compile the shader successfuly,
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* attempt disabling it alone won't allow us to compile the shader successfully,
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* since we'll end up with the same code. Detect these scenarios so we can
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* avoid wasting time with useless compiles. We should also consider if the
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* gy changes other aspects of the compilation process though, like
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@@ -364,7 +364,7 @@ handle_mmu_interruptions(struct v3d_hw *v3d,
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uint64_t vio_addr = ((uint64_t)V3D_READ(V3D_MMU_VIO_ADDR) <<
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(va_width - 32));
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/* Difference with the kernal: here were are going to abort after
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/* Difference with the kernel: here were are going to abort after
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* logging, so we don't bother with some stuff that the kernel does,
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* like restoring the MMU ctrl bits
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*/
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@@ -1434,7 +1434,7 @@ cmd_buffer_emit_subpass_clears(struct v3dv_cmd_buffer *cmd_buffer)
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"VK_ATTACHMENT_LOAD_OP_CLEAR.\n");
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} else if (subpass->do_depth_clear_with_draw ||
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subpass->do_stencil_clear_with_draw) {
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perf_debug("Subpass clears DEPTH but loads STENCIL (or viceversa), "
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perf_debug("Subpass clears DEPTH but loads STENCIL (or vice versa), "
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"falling back to vkCmdClearAttachments for "
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"VK_ATTACHMENT_LOAD_OP_CLEAR.\n");
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}
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@@ -1174,7 +1174,7 @@ v3dv_GetPhysicalDeviceFeatures2(VkPhysicalDevice physicalDevice,
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.uniformAndStorageBuffer8BitAccess = true,
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.uniformBufferStandardLayout = true,
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/* V3D 4.2 wraps TMU vector accesses to 16-byte boundaries, so loads and
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* stores of vectors that cross these boundaries would not work correcly
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* stores of vectors that cross these boundaries would not work correctly
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* with scalarBlockLayout and would need to be split into smaller vectors
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* (and/or scalars) that don't cross these boundaries. For load/stores
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* with dynamic offsets where we can't identify if the offset is
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@@ -2436,7 +2436,7 @@ v3dv_AllocateMemory(VkDevice _device,
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/* If this memory can be used via VK_KHR_buffer_device_address then we
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* will need to manually add the BO to any job submit that makes use of
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* VK_KHR_buffer_device_address, since such jobs may produde buffer
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* VK_KHR_buffer_device_address, since such jobs may produce buffer
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* load/store operations that may access any buffer memory allocated with
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* this flag and we don't have any means to tell which buffers will be
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* accessed through this mechanism since they don't even have to be bound
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@@ -75,7 +75,7 @@ v3d_setup_plane_slices(struct v3dv_image *image, uint8_t plane,
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uint32_t plane_offset)
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{
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assert(image->planes[plane].cpp > 0);
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/* Texture Base Adress needs to be 64-byte aligned */
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/* Texture Base Address needs to be 64-byte aligned */
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assert(plane_offset % 64 == 0);
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uint32_t width = image->planes[plane].width;
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@@ -234,7 +234,7 @@ v3dv_CreateRenderPass2(VkDevice _device,
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.layout = desc->pDepthStencilAttachment->layout,
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};
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/* GFXH-1461: if depth is cleared but stencil is loaded (or viceversa),
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/* GFXH-1461: if depth is cleared but stencil is loaded (or vice versa),
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* the clear might get lost. If a subpass has this then we can't emit
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* the clear using the TLB and we have to do it as a draw call.
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*
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@@ -658,7 +658,7 @@ lower_tex_src(nir_builder *b,
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uint32_t set = deref->var->data.descriptor_set;
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uint32_t binding = deref->var->data.binding;
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/* FIXME: this is a really simplified check for the precision to be used
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* for the sampling. Right now we are ony checking for the variables used
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* for the sampling. Right now we are only checking for the variables used
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* on the operation itself, but there are other cases that we could use to
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* infer the precision requirement.
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*/
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@@ -1790,7 +1790,7 @@ pipeline_stage_get_nir(struct v3dv_pipeline_stage *p_stage,
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if (nir) {
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assert(nir->info.stage == broadcom_shader_stage_to_gl(p_stage->stage));
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/* A NIR cach hit doesn't avoid the large majority of pipeline stage
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/* A NIR cache hit doesn't avoid the large majority of pipeline stage
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* creation so the cache hit is not recorded in the pipeline feedback
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* flags
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*/
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@@ -916,7 +916,7 @@ struct v3dv_framebuffer {
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uint32_t layers;
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/* Typically, edge tiles in the framebuffer have padding depending on the
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* underlying tiling layout. One consequnce of this is that when the
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* underlying tiling layout. One consequence of this is that when the
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* framebuffer dimensions are not aligned to tile boundaries, tile stores
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* would still write full tiles on the edges and write to the padded area.
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* If the framebuffer is aliasing a smaller region of a larger image, then
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@@ -1482,7 +1482,7 @@ struct v3dv_cmd_buffer_state {
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/* FIXME: we have just one client-side BO for the push constants,
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* independently of the stageFlags in vkCmdPushConstants, and the
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* pipelineBindPoint in vkCmdBindPipeline. We could probably do more stage
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* tunning in the future if it makes sense.
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* tuning in the future if it makes sense.
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*/
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uint32_t push_constants_size;
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uint32_t push_constants_data[MAX_PUSH_CONSTANTS_SIZE / 4];
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@@ -757,7 +757,7 @@ handle_cl_job(struct v3dv_queue *queue,
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if (job->tmu_dirty_rcl)
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submit.flags |= DRM_V3D_SUBMIT_CL_FLUSH_CACHE;
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/* If the job uses VK_KHR_buffer_device_addess we need to ensure all
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/* If the job uses VK_KHR_buffer_device_address we need to ensure all
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* buffers flagged with VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR
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* are included.
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*/
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@@ -923,7 +923,7 @@ handle_csd_job(struct v3dv_queue *queue,
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struct drm_v3d_submit_csd *submit = &job->csd.submit;
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/* If the job uses VK_KHR_buffer_device_addess we need to ensure all
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/* If the job uses VK_KHR_buffer_device_address we need to ensure all
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* buffers flagged with VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR
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* are included.
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*/
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@@ -87,7 +87,7 @@ push_constants_bo_free(VkDevice _device,
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* This method checks if the ubo used for push constants is needed to be
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* updated or not.
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*
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* push contants ubo is only used for push constants accessed by a non-const
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* push constants ubo is only used for push constants accessed by a non-const
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* index.
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*/
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static void
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@@ -277,7 +277,7 @@ v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
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}
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/**
|
||||
* Returns a v3d_job struture for tracking V3D rendering to a particular FBO.
|
||||
* Returns a v3d_job structure for tracking V3D rendering to a particular FBO.
|
||||
*
|
||||
* If we've already started rendering to this FBO, then return the same job,
|
||||
* otherwise make a new one. If we're beginning rendering to an FBO, make
|
||||
|
@@ -1410,7 +1410,7 @@ v3d_create_image_view_texture_shader_state(struct v3d_context *v3d,
|
||||
#else /* V3D_VERSION < 40 */
|
||||
/* V3D 3.x doesn't use support shader image load/store operations on
|
||||
* textures, so it would get lowered in the shader to general memory
|
||||
* acceses.
|
||||
* accesses.
|
||||
*/
|
||||
#endif
|
||||
}
|
||||
|
@@ -163,7 +163,7 @@ vc4_check_tex_size(struct vc4_exec_info *exec, struct drm_gem_cma_object *fbo,
|
||||
* our math.
|
||||
*/
|
||||
if (width > 4096 || height > 4096) {
|
||||
DRM_ERROR("Surface dimesions (%d,%d) too large", width, height);
|
||||
DRM_ERROR("Surface dimensions (%d,%d) too large", width, height);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@@ -156,7 +156,7 @@ vc4_flush_jobs_reading_resource(struct vc4_context *vc4,
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a vc4_job struture for tracking V3D rendering to a particular FBO.
|
||||
* Returns a vc4_job structure for tracking V3D rendering to a particular FBO.
|
||||
*
|
||||
* If we've already started rendering to this FBO, then return old same job,
|
||||
* otherwise make a new one. If we're beginning rendering to an FBO, make
|
||||
|
@@ -350,7 +350,7 @@ struct vc4_vs_key {
|
||||
bool per_vertex_point_size;
|
||||
};
|
||||
|
||||
/** A basic block of QIR intructions. */
|
||||
/** A basic block of QIR instructions. */
|
||||
struct qblock {
|
||||
struct list_head link;
|
||||
|
||||
|
@@ -161,7 +161,7 @@ qir_lower_uniforms(struct vc4_compile *c)
|
||||
if (count <= 1)
|
||||
continue;
|
||||
|
||||
/* If the block doesn't have a load of hte
|
||||
/* If the block doesn't have a load of the
|
||||
* uniform yet, add it. We could potentially
|
||||
* do better and CSE MOVs from multiple blocks
|
||||
* into dominating blocks, except that may
|
||||
|
@@ -73,7 +73,7 @@ struct schedule_state {
|
||||
enum direction { F, R };
|
||||
|
||||
/**
|
||||
* Marks a dependency between two intructions, that \p after must appear after
|
||||
* Marks a dependency between two instructions, that \p after must appear after
|
||||
* \p before.
|
||||
*
|
||||
* Our dependencies are tracked as a DAG. Since we're scheduling bottom-up,
|
||||
|
@@ -50,7 +50,7 @@ static const char *v3d_counter_names[] = {
|
||||
"TLB-quads-written-to-color-buffer",
|
||||
"PTB-primitives-discarded-outside-viewport",
|
||||
"PTB-primitives-need-clipping",
|
||||
"PTB-primitives-discared-reversed",
|
||||
"PTB-primitives-discarded-reversed",
|
||||
"QPU-total-idle-clk-cycles",
|
||||
"QPU-total-clk-cycles-vertex-coord-shading",
|
||||
"QPU-total-clk-cycles-fragment-shading",
|
||||
|
Reference in New Issue
Block a user