diff options
author | Eric Anholt <[email protected]> | 2018-12-20 07:45:58 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2018-12-30 08:03:51 -0800 |
commit | 696f63f1b472acd5efe32910c714469728fb5162 (patch) | |
tree | d8b7fc00b6f64a8c1e47f42a848a16f8438b5afc | |
parent | 87b251a94082fbc386a65670b1748daa7b44c00f (diff) |
v3d: Hook up some shader-db output to GL_ARB_debug_output.
This allows the original shader-db project's run.c runner to parse things
easily, and is probably a good thing to have for GL_ARB_debug_output in
general. I formatted it more like Intel's so I can mostly reuse their
report script.
-rw-r--r-- | src/broadcom/compiler/nir_to_vir.c | 2 | ||||
-rw-r--r-- | src/broadcom/compiler/v3d_compiler.h | 14 | ||||
-rw-r--r-- | src/broadcom/compiler/vir.c | 29 | ||||
-rw-r--r-- | src/gallium/drivers/v3d/v3d_program.c | 12 |
4 files changed, 55 insertions, 2 deletions
diff --git a/src/broadcom/compiler/nir_to_vir.c b/src/broadcom/compiler/nir_to_vir.c index ada0dd69921..b6dd188778a 100644 --- a/src/broadcom/compiler/nir_to_vir.c +++ b/src/broadcom/compiler/nir_to_vir.c @@ -1895,6 +1895,8 @@ ntq_emit_loop(struct v3d_compile *c, nir_loop *loop) c->loop_break_block = save_loop_break_block; c->loop_cont_block = save_loop_cont_block; + + c->loops++; } static void diff --git a/src/broadcom/compiler/v3d_compiler.h b/src/broadcom/compiler/v3d_compiler.h index ec5fd87083c..2d9167a27a0 100644 --- a/src/broadcom/compiler/v3d_compiler.h +++ b/src/broadcom/compiler/v3d_compiler.h @@ -457,6 +457,10 @@ struct v3d_compile { struct exec_list *cf_node_list; const struct v3d_compiler *compiler; + void (*debug_output)(const char *msg, + void *debug_output_data); + void *debug_output_data; + /** * Mapping from nir_register * or nir_ssa_def * to array of struct * qreg for the values. @@ -529,8 +533,8 @@ struct v3d_compile { * space needs to be available in the spill BO per thread per QPU. */ uint32_t spill_size; - /* Shader-db stats for register spilling. */ - uint32_t spills, fills; + /* Shader-db stats */ + uint32_t spills, fills, loops; /** * Register spilling's per-thread base address, shared between each * spill/fill's addressing calculations. @@ -706,6 +710,9 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler, struct v3d_vs_key *key, struct v3d_vs_prog_data *prog_data, nir_shader *s, + void (*debug_output)(const char *msg, + void *debug_output_data), + void *debug_output_data, int program_id, int variant_id, uint32_t *final_assembly_size); @@ -713,6 +720,9 @@ uint64_t *v3d_compile_fs(const struct v3d_compiler *compiler, struct v3d_fs_key *key, struct v3d_fs_prog_data *prog_data, nir_shader *s, + void (*debug_output)(const char *msg, + void *debug_output_data), + void *debug_output_data, int program_id, int variant_id, uint32_t *final_assembly_size); diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c index 9bec5e54e13..8880a282045 100644 --- a/src/broadcom/compiler/vir.c +++ b/src/broadcom/compiler/vir.c @@ -558,6 +558,9 @@ static struct v3d_compile * vir_compile_init(const struct v3d_compiler *compiler, struct v3d_key *key, nir_shader *s, + void (*debug_output)(const char *msg, + void *debug_output_data), + void *debug_output_data, int program_id, int variant_id) { struct v3d_compile *c = rzalloc(NULL, struct v3d_compile); @@ -568,6 +571,8 @@ vir_compile_init(const struct v3d_compiler *compiler, c->program_id = program_id; c->variant_id = variant_id; c->threads = 4; + c->debug_output = debug_output; + c->debug_output_data = debug_output_data; s = nir_shader_clone(c, s); c->s = s; @@ -702,6 +707,22 @@ v3d_return_qpu_insts(struct v3d_compile *c, uint32_t *final_assembly_size) memcpy(qpu_insts, c->qpu_insts, *final_assembly_size); + char *shaderdb; + int ret = asprintf(&shaderdb, + "%s shader: %d inst, %d threads, %d loops, " + "%d uniforms, %d:%d spills:fills", + vir_get_stage_name(c), + c->qpu_inst_count, + c->threads, + c->loops, + c->num_uniforms, + c->spills, + c->fills); + if (ret >= 0) { + c->debug_output(shaderdb, c->debug_output_data); + free(shaderdb); + } + vir_compile_destroy(c); return qpu_insts; @@ -711,10 +732,14 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler, struct v3d_vs_key *key, struct v3d_vs_prog_data *prog_data, nir_shader *s, + void (*debug_output)(const char *msg, + void *debug_output_data), + void *debug_output_data, int program_id, int variant_id, uint32_t *final_assembly_size) { struct v3d_compile *c = vir_compile_init(compiler, &key->base, s, + debug_output, debug_output_data, program_id, variant_id); c->vs_key = key; @@ -874,10 +899,14 @@ uint64_t *v3d_compile_fs(const struct v3d_compiler *compiler, struct v3d_fs_key *key, struct v3d_fs_prog_data *prog_data, nir_shader *s, + void (*debug_output)(const char *msg, + void *debug_output_data), + void *debug_output_data, int program_id, int variant_id, uint32_t *final_assembly_size) { struct v3d_compile *c = vir_compile_init(compiler, &key->base, s, + debug_output, debug_output_data, program_id, variant_id); c->fs_key = key; diff --git a/src/gallium/drivers/v3d/v3d_program.c b/src/gallium/drivers/v3d/v3d_program.c index d6350682936..759fac117f2 100644 --- a/src/gallium/drivers/v3d/v3d_program.c +++ b/src/gallium/drivers/v3d/v3d_program.c @@ -307,6 +307,14 @@ v3d_shader_state_create(struct pipe_context *pctx, return so; } +static void +v3d_shader_debug_output(const char *message, void *data) +{ + struct v3d_context *v3d = data; + + pipe_debug_message(&v3d->debug, SHADER_INFO, "%s", message); +} + static struct v3d_compiled_shader * v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key) { @@ -343,6 +351,8 @@ v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key) qpu_insts = v3d_compile_vs(v3d->screen->compiler, (struct v3d_vs_key *)key, shader->prog_data.vs, s, + v3d_shader_debug_output, + v3d, program_id, variant_id, &shader_size); break; @@ -352,6 +362,8 @@ v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key) qpu_insts = v3d_compile_fs(v3d->screen->compiler, (struct v3d_fs_key *)key, shader->prog_data.fs, s, + v3d_shader_debug_output, + v3d, program_id, variant_id, &shader_size); break; |