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authorEric Anholt <[email protected]>2012-11-27 14:10:52 -0800
committerEric Anholt <[email protected]>2012-12-05 14:29:44 -0800
commit71f06344a0d72a6bd27750ceca571fc016b8de85 (patch)
tree4a32ebc3e5bff0ad16665a5a0737b2da1c0e0683 /src/glsl/opt_constant_variable.cpp
parentef2fbf67d4bd941a9a0e1c6f8515fb4911e05c50 (diff)
i965: Add a debug flag for counting cycles spent in each compiled shader.
This can be used for two purposes: Using hand-coded shaders to determine per-instruction timings, or figuring out which shader to optimize in a whole application. Note that this doesn't cover the instructions that set up the message to the URB/FB write -- we'd need to convert the MRF usage in these instructions to GRFs so that our offsets/times don't overwrite our shader outputs. Reviewed-by: Kenneth Graunke <[email protected]> (v1) v2: Check the timestamp reset flag in the VS, which is apparently getting set fairly regularly in the range we watch, resulting in negative numbers getting added to our 32-bit counter, and thus large values added to our uint64_t. v3: Rebase on reladdr changes, removing a new safety check that proved impossible to satisfy. Add a comment to the AOP defs from Ken's review, and put them in a slightly more sensible spot. v4: Check timestamp reset in the FS as well.
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