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authorEric Anholt <[email protected]>2019-06-05 11:29:19 -0700
committerEric Anholt <[email protected]>2019-06-21 17:14:43 -0700
commitee2e1e85d4df83efeae0c2f47a1eb44da2a088a1 (patch)
tree988c6ae1e858002c556ced0689c61b2ffbfc691f /src/gallium/drivers/freedreno/ir3
parent8ab9f3a857317b6556d4d58cfe9bf4e04192ebf2 (diff)
freedreno: Include binning shaders in shader-db.
We want to see if we've improved our binning VS output, as well as the render VS. Reviewed-by: Rob Clark <[email protected]>
Diffstat (limited to 'src/gallium/drivers/freedreno/ir3')
-rw-r--r--src/gallium/drivers/freedreno/ir3/ir3_gallium.c11
1 files changed, 8 insertions, 3 deletions
diff --git a/src/gallium/drivers/freedreno/ir3/ir3_gallium.c b/src/gallium/drivers/freedreno/ir3/ir3_gallium.c
index 9fd84899b36..4a7d3e8dbfd 100644
--- a/src/gallium/drivers/freedreno/ir3/ir3_gallium.c
+++ b/src/gallium/drivers/freedreno/ir3/ir3_gallium.c
@@ -44,15 +44,17 @@
#include "ir3/ir3_nir.h"
static void
-dump_shader_info(struct ir3_shader_variant *v, struct pipe_debug_callback *debug)
+dump_shader_info(struct ir3_shader_variant *v, bool binning_pass,
+ struct pipe_debug_callback *debug)
{
if (!unlikely(fd_mesa_debug & FD_DBG_SHADERDB))
return;
pipe_debug_message(debug, SHADER_INFO,
- "%s shader: %u inst, %u dwords, "
+ "%s%s shader: %u inst, %u dwords, "
"%u half, %u full, %u const, %u constlen, "
"%u (ss), %u (sy), %d max_sun, %d loops\n",
+ binning_pass ? "B" : "",
ir3_shader_stage(v->shader),
v->info.instrs_count,
v->info.sizedwords,
@@ -80,7 +82,7 @@ ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key,
v = ir3_shader_get_variant(shader, &key, binning_pass, &created);
if (created) {
- dump_shader_info(v, debug);
+ dump_shader_info(v, binning_pass, debug);
}
return v;
@@ -137,6 +139,9 @@ ir3_shader_create(struct ir3_compiler *compiler,
static struct ir3_shader_key key;
memset(&key, 0, sizeof(key));
ir3_shader_variant(shader, key, false, debug);
+
+ if (nir->info.stage != MESA_SHADER_FRAGMENT)
+ ir3_shader_variant(shader, key, true, debug);
}
return shader;
}