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authorMarek Olšák <[email protected]>2016-02-05 23:30:01 +0100
committerMarek Olšák <[email protected]>2016-02-21 21:08:58 +0100
commit754cf171e90cc61d135e7c45f8be319ee2db02a5 (patch)
treec53bb4edbf6988865e561e813db25ef42cf5a4b0 /src
parent3c98e0b369aa79b3adcbbd299fa510e825866416 (diff)
radeonsi: print full shader name before disassembly
Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/gallium/drivers/radeonsi/si_shader.c34
1 files changed, 33 insertions, 1 deletions
diff --git a/src/gallium/drivers/radeonsi/si_shader.c b/src/gallium/drivers/radeonsi/si_shader.c
index e3ba1f97252..9183852a856 100644
--- a/src/gallium/drivers/radeonsi/si_shader.c
+++ b/src/gallium/drivers/radeonsi/si_shader.c
@@ -4520,12 +4520,44 @@ static void si_shader_dump_stats(struct si_screen *sscreen,
max_simd_waves);
}
+static const char *si_get_shader_name(struct si_shader *shader,
+ unsigned processor)
+{
+ switch (processor) {
+ case TGSI_PROCESSOR_VERTEX:
+ if (shader->key.vs.as_es)
+ return "Vertex Shader as ES";
+ else if (shader->key.vs.as_ls)
+ return "Vertex Shader as LS";
+ else
+ return "Vertex Shader as VS";
+ case TGSI_PROCESSOR_TESS_CTRL:
+ return "Tessellation Control Shader";
+ case TGSI_PROCESSOR_TESS_EVAL:
+ if (shader->key.tes.as_es)
+ return "Tessellation Evaluation Shader as ES";
+ else
+ return "Tessellation Evaluation Shader as VS";
+ case TGSI_PROCESSOR_GEOMETRY:
+ if (shader->gs_copy_shader == NULL)
+ return "GS Copy Shader as VS";
+ else
+ return "Geometry Shader";
+ case TGSI_PROCESSOR_FRAGMENT:
+ return "Pixel Shader";
+ case TGSI_PROCESSOR_COMPUTE:
+ return "Compute Shader";
+ default:
+ return "Unknown Shader";
+ }
+}
+
void si_shader_dump(struct si_screen *sscreen, struct si_shader *shader,
struct pipe_debug_callback *debug, unsigned processor)
{
if (r600_can_dump_shader(&sscreen->b, processor) &&
!(sscreen->b.debug_flags & DBG_NO_ASM)) {
- fprintf(stderr, "\n");
+ fprintf(stderr, "\n%s:\n", si_get_shader_name(shader, processor));
if (shader->prolog)
si_shader_dump_disassembly(&shader->prolog->binary,