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authorEric Anholt <[email protected]>2017-03-03 16:37:50 -0800
committerEric Anholt <[email protected]>2017-03-08 13:44:17 -0800
commit0fca01d0279c5794ae2aceee27668c974b586f87 (patch)
tree2a5f3f0c98b04364020476cf0d96be51387931a3
parent61359324c1ed511edc8b1d6b23ced1e43b08ec42 (diff)
vc4: Report to shader-db how many threads a fragment shader has.
Doing instruction count analysis when we emit the thread switches that will save us from tons of stalls is kind of missing the point.
-rw-r--r--src/gallium/drivers/vc4/vc4_program.c7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c
index 2c9447fa023..3708b1bbb51 100644
--- a/src/gallium/drivers/vc4/vc4_program.c
+++ b/src/gallium/drivers/vc4/vc4_program.c
@@ -2643,6 +2643,13 @@ vc4_get_compiled_shader(struct vc4_context *vc4, enum qstage stage,
}
}
+ if ((vc4_debug & VC4_DEBUG_SHADERDB) && stage == QSTAGE_FRAG) {
+ fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d FS threads\n",
+ qir_get_stage_name(c->stage),
+ c->program_id, c->variant_id,
+ 1 + shader->fs_threaded);
+ }
+
qir_compile_destroy(c);
struct vc4_key *dup_key;