R600: Always use texture cache for compute shaders

This will improve the performance of memory reads.

llvm-svn: 180762
This commit is contained in:
Vincent Lejeune 2013-04-30 00:14:44 +00:00
parent 3abdbf1cad
commit 3a8d78a2c3
1 changed files with 6 additions and 2 deletions

View File

@ -13,6 +13,7 @@
//===----------------------------------------------------------------------===//
#include "R600InstrInfo.h"
#include "AMDGPU.h"
#include "AMDGPUSubtarget.h"
#include "AMDGPUTargetMachine.h"
#include "R600Defines.h"
@ -153,7 +154,8 @@ bool R600InstrInfo::usesVertexCache(unsigned Opcode) const {
}
bool R600InstrInfo::usesVertexCache(const MachineInstr *MI) const {
return usesVertexCache(MI->getOpcode());
const R600MachineFunctionInfo *MFI = MI->getParent()->getParent()->getInfo<R600MachineFunctionInfo>();
return MFI->ShaderType != ShaderType::COMPUTE && usesVertexCache(MI->getOpcode());
}
bool R600InstrInfo::usesTextureCache(unsigned Opcode) const {
@ -162,7 +164,9 @@ bool R600InstrInfo::usesTextureCache(unsigned Opcode) const {
}
bool R600InstrInfo::usesTextureCache(const MachineInstr *MI) const {
return usesTextureCache(MI->getOpcode());
const R600MachineFunctionInfo *MFI = MI->getParent()->getParent()->getInfo<R600MachineFunctionInfo>();
return (MFI->ShaderType == ShaderType::COMPUTE && usesVertexCache(MI->getOpcode())) ||
usesTextureCache(MI->getOpcode());
}
bool