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authorKenneth Graunke <[email protected]>2015-01-21 01:51:21 -0800
committerKenneth Graunke <[email protected]>2015-01-23 14:53:26 -0800
commitd7743bb1c2d5cfe44a018251d21def18eb6d4b97 (patch)
tree0c5a0ff70771b2492f013260203be71526cdc658 /src/mesa
parentf3e06fcc6add67ed3eeecbce600994ef3220ec1c (diff)
i965/nir: Report NIR instruction counts (in SSA form) via KHR_debug.
This allows us to count NIR instructions via shader-db. Use "run" as normal. The results file will contain both NIR and assembly. Then, to generate a NIR report: ./report.py <(grep NIR results/foo) <(grep NIR results/bar) Or, to generate an i965 report: ./report.py <(grep -v NIR results/foo) <(grep -v NIR results/bar) Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Matt Turner <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs_nir.cpp32
1 files changed, 32 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
index 2d303210190..0eb137fe2d3 100644
--- a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
@@ -49,6 +49,28 @@ nir_optimize(nir_shader *nir)
} while (progress);
}
+static bool
+count_nir_instrs_in_block(nir_block *block, void *state)
+{
+ int *count = (int *) state;
+ nir_foreach_instr(block, instr) {
+ *count = *count + 1;
+ }
+ return true;
+}
+
+static int
+count_nir_instrs(nir_shader *nir)
+{
+ int count = 0;
+ nir_foreach_overload(nir, overload) {
+ if (!overload->impl)
+ continue;
+ nir_foreach_block(overload->impl, count_nir_instrs_in_block, &count);
+ }
+ return count;
+}
+
void
fs_visitor::emit_nir_code()
{
@@ -99,6 +121,16 @@ fs_visitor::emit_nir_code()
nir_print_shader(nir, stderr);
}
+ if (dispatch_width == 8) {
+ static GLuint msg_id = 0;
+ _mesa_gl_debug(&brw->ctx, &msg_id,
+ MESA_DEBUG_SOURCE_SHADER_COMPILER,
+ MESA_DEBUG_TYPE_OTHER,
+ MESA_DEBUG_SEVERITY_NOTIFICATION,
+ "FS NIR shader: %d inst\n",
+ count_nir_instrs(nir));
+ }
+
nir_convert_from_ssa(nir);
nir_validate_shader(nir);
nir_lower_vec_to_movs(nir);