| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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Kind of a handy function. And I'll want it available outside of i965
for common nir-pass helpers.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Even though both tessellation shader stages must be used together, I
still think it makes sense to add separate debug flags for each stage.
It makes it possible to read the TCS/HS, rule out problems, then read
the TES/DS separately, without sifting through as much printed text.
I decided to add both the GL names (tcs/tes) and hardware names (hs/ds)
so they can be used interchangeably.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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We need the debug flag parsing and INTEL_DEBUG in the compiler, but we
don't want the dependency on bufmgr (libdrm_intel) in there. Move to
intel_screen.c.
There are now only two lines left in brw_process_intel_debug_variable(),
but we keep it in intel_debug.h to avoid having to expose
'debug_control' as a global variable.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
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v2: Do bufmgr set_debug and set_aub_dump at screen time as well.
Reviewed-by: Kenneth Graunke <[email protected]>
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At the moment it's not wired up to anything. Later patches will hook
it up to the compute shader back-end.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The INTEL_DEBUG variable is a uint64_t and if we want a enum value higer
than 32 bits, you need to use ull. We might as well use it for all of them.
Reviewed-by: Matt Turner <[email protected]>
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I need to use this in brw_vec4.cpp, so it can't be static anymore.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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When compiling, we have a gl_shader_stage (MESA_SHADER_*) enum, and want
to know whether debugging is enabled for that stage. This allows us to
easily translate it into the corresponding debug flag.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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With everything in place, we can now use the scalar backend compiler for
vertex shaders on BDW+. We make scalar vertex shaders the default on
BDW+ but add a new vec4vs debug option to force the vec4 backend.
No piglit regressions.
Performance impact is minimal, I see a ~1.5 improvement on the T-Rex
GLBenchmark case, but in general it's in the noise. Some of our
internal synthetic, vs bounded benchmarks show great improvement, 20%-40%
in some cases, but real-world cases are mostly unaffected.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ben Widawsky <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This cleans up the debug flags to be consistently indented, use bit
shifting instead of hex-values and fixes a bug where the new DEBUG_NO8 flag
used the same value as the DEBUG_VUE flag. This was hidden by the numbers not
being aligned. Also removes gaps in the range where DEBUG_IOCTL (0x4) and
DEBUG_REGION (0x400) used to be.
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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For now, this can only be triggered with a new 'no8' INTEL_DEBUG option
and a new context flag. We'll use the context flag later, but introducing
it now lets us bisect to this commit if it breaks something.
Signed-off-by: Kristian Høgsberg <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Running shader-db with INTEL_DEBUG=noann reduces the runtime
from ~90 to ~80 seconds on my machine. It also reduces the disk space
consumed by the .out files from 660 MB (676 on disk) to 343 MB (358 on
disk).
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Tungsten Graphics Inc. was acquired by VMware Inc. in 2008. Leaving the
old copyright name is creating unnecessary confusion, hence this change.
This was the sed script I used:
$ cat tg2vmw.sed
# Run as:
#
# git reset --hard HEAD && find include scons src -type f -not -name 'sed*' -print0 | xargs -0 sed -i -f tg2vmw.sed
#
# Rename copyrights
s/Tungsten Gra\(ph\|hp\)ics,\? [iI]nc\.\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./g
/Copyright/s/Tungsten Graphics\(,\? [iI]nc\.\)\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./
s/TUNGSTEN GRAPHICS/VMWARE/g
# Rename emails
s/[email protected]/[email protected]/
s/[email protected]/[email protected]/g
s/jrfonseca-at-tungstengraphics-dot-com/jfonseca-at-vmware-dot-com/
s/jrfonseca\[email protected]/[email protected]/g
s/keithw\[email protected]/[email protected]/g
s/[email protected]/[email protected]/g
s/thomas-at-tungstengraphics-dot-com/thellstom-at-vmware-dot-com/
s/[email protected]/[email protected]/
# Remove dead links
s@Tungsten Graphics (http://www.tungstengraphics.com)@Tungsten Graphics@g
# C string src/gallium/state_trackers/vega/api_misc.c
s/"Tungsten Graphics, Inc"/"VMware, Inc"/
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will enable debugging printfs for the AMD_performance_monitor code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This is similar to what we do for 16-wide vs 8-wide fragment shaders.
First we try compiling the geometry shader in DUAL_OBJECT mode. If we
can't do that without spilling, we fall back on DUAL_INSTANCED mode,
which should require less spilling (since it uses an interleaved
layout of payload registers).
In an ideal world we'd fall back to SINGLE mode, which would allow us
to interleave general-purpose registers too (resulting in even less
likelihood of spilling). But at the moment, the vec4 generator and
visitor classes don't have the infrastructure to interleave general
purpose registers, so DUAL_INSTANCED is the best we can do.
As a side benefit this paves the way for implementing instanced
geometry shaders (which are incompatible with DUAL_OBJECT mode).
Since most geometry shaders used in piglit testing are small,
DUAL_INSTANCED mode won't get exercised very much in a normal piglit
run. To force DUAL_INSTANCED mode to be used for all geometry
shaders, set INTEL_DEBUG=nodualobj.
Reviewed-by: Eric Anholt <[email protected]>
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Now that there isn't an intel_context structure, the split between
brw_context.[ch] and intel_context.[ch] is rather awkward and arbitrary.
Removing intel_context.[ch] seems desirable, but not everything really
belongs in brw_context.[ch], either.
Moving INTEL_DEBUG handling into separate intel_debug.[ch] files should
make them relatively easy to find.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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