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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 /src/gallium
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.
Diffstat (limited to 'src/gallium')
-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;