R600: Always use texture cache for compute shaders
This will improve the performance of memory reads. llvm-svn: 180762
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@ -13,6 +13,7 @@
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//===----------------------------------------------------------------------===//
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#include "R600InstrInfo.h"
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#include "AMDGPU.h"
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#include "AMDGPUSubtarget.h"
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#include "AMDGPUTargetMachine.h"
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#include "R600Defines.h"
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@ -153,7 +154,8 @@ bool R600InstrInfo::usesVertexCache(unsigned Opcode) const {
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}
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bool R600InstrInfo::usesVertexCache(const MachineInstr *MI) const {
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return usesVertexCache(MI->getOpcode());
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const R600MachineFunctionInfo *MFI = MI->getParent()->getParent()->getInfo<R600MachineFunctionInfo>();
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return MFI->ShaderType != ShaderType::COMPUTE && usesVertexCache(MI->getOpcode());
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}
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bool R600InstrInfo::usesTextureCache(unsigned Opcode) const {
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@ -162,7 +164,9 @@ bool R600InstrInfo::usesTextureCache(unsigned Opcode) const {
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}
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bool R600InstrInfo::usesTextureCache(const MachineInstr *MI) const {
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return usesTextureCache(MI->getOpcode());
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const R600MachineFunctionInfo *MFI = MI->getParent()->getParent()->getInfo<R600MachineFunctionInfo>();
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return (MFI->ShaderType == ShaderType::COMPUTE && usesVertexCache(MI->getOpcode())) ||
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usesTextureCache(MI->getOpcode());
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}
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bool
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