diff options
author | Eric Anholt <[email protected]> | 2019-06-05 11:29:19 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2019-06-21 17:14:43 -0700 |
commit | ee2e1e85d4df83efeae0c2f47a1eb44da2a088a1 (patch) | |
tree | 988c6ae1e858002c556ced0689c61b2ffbfc691f /src/gallium/drivers/freedreno/ir3 | |
parent | 8ab9f3a857317b6556d4d58cfe9bf4e04192ebf2 (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.c | 11 |
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; } |