[PATCH 3/3] etnaviv: shader-db traces

Christian Gmeiner christian.gmeiner at gmail.com
Thu Feb 9 16:07:10 UTC 2017


Hi Lucas

2017-02-09 10:26 GMT+01:00 Lucas Stach <l.stach at pengutronix.de>:
> Am Mittwoch, den 08.02.2017, 20:47 +0100 schrieb Christian Gmeiner:
>> Hi Lucas,
>>
>> 2017-02-08 12:36 GMT+01:00 Lucas Stach <l.stach at pengutronix.de>:
>> > Am Mittwoch, den 08.02.2017, 12:10 +0100 schrieb Christian Gmeiner:
>> >> Signed-off-by: Christian Gmeiner <christian.gmeiner at gmail.com>
>> >> ---
>> >>  src/gallium/drivers/etnaviv/etnaviv_compiler.h |  2 ++
>> >>  src/gallium/drivers/etnaviv/etnaviv_debug.h    |  1 +
>> >>  src/gallium/drivers/etnaviv/etnaviv_screen.c   |  1 +
>> >>  src/gallium/drivers/etnaviv/etnaviv_shader.c   | 44 +++++++++++++++++++++++++-
>> >>  4 files changed, 47 insertions(+), 1 deletion(-)
>> >>
>> >> diff --git a/src/gallium/drivers/etnaviv/etnaviv_compiler.h b/src/gallium/drivers/etnaviv/etnaviv_compiler.h
>> >> index 211ae1a..de3e20d 100644
>> >> --- a/src/gallium/drivers/etnaviv/etnaviv_compiler.h
>> >> +++ b/src/gallium/drivers/etnaviv/etnaviv_compiler.h
>> >> @@ -56,6 +56,8 @@ struct etna_shader_io_file {
>> >>
>> >>  /* shader object, for linking */
>> >>  struct etna_shader {
>> >> +   uint32_t id; /* for debug */
>> >
>> > Do you need this? It can certainly be removed from this patch, but I
>> > don't know if you have other stuff building on top of this.
>> >
>>
>> It gets used in dump_shader_info(..) which was added with this patch.
>
> My argument was that you could pass that value as an argument to
> dump_shader_info(). I don't see why it needs to be stored inside the
> etna_shader object.
>

Okay.. I will add the id member in a later patch to etna_shader
object. For the moment
I will pass it as an argument to dump_shader_info(..). Will send a V2
of that series later the day.

>>
>> >>     uint processor; /* TGSI_PROCESSOR_... */
>> >>     uint32_t code_size; /* code size in uint32 words */
>> >>     uint32_t *code;
>> >> diff --git a/src/gallium/drivers/etnaviv/etnaviv_debug.h b/src/gallium/drivers/etnaviv/etnaviv_debug.h
>> >> index cfda52b..f47dffe 100644
>> >> --- a/src/gallium/drivers/etnaviv/etnaviv_debug.h
>> >> +++ b/src/gallium/drivers/etnaviv/etnaviv_debug.h
>> >> @@ -51,6 +51,7 @@
>> >>  #define ETNA_DBG_FLUSH_ALL       0x100000 /* Flush after every rendered primitive */
>> >>  #define ETNA_DBG_ZERO            0x200000 /* Zero all resources after allocation */
>> >>  #define ETNA_DBG_DRAW_STALL      0x400000 /* Stall FE/PE after every draw op */
>> >> +#define ETNA_DBG_SHADERDB        0x800000 /* dump program compile information */
>> >>
>> >>  extern int etna_mesa_debug; /* set in etna_screen.c from ETNA_DEBUG */
>> >>
>> >> diff --git a/src/gallium/drivers/etnaviv/etnaviv_screen.c b/src/gallium/drivers/etnaviv/etnaviv_screen.c
>> >> index 8f2882f..6272f6f 100644
>> >> --- a/src/gallium/drivers/etnaviv/etnaviv_screen.c
>> >> +++ b/src/gallium/drivers/etnaviv/etnaviv_screen.c
>> >> @@ -62,6 +62,7 @@ static const struct debug_named_value debug_options[] = {
>> >>     {"flush_all",      ETNA_DBG_FLUSH_ALL, "Flush after every rendered primitive"},
>> >>     {"zero",           ETNA_DBG_ZERO, "Zero all resources after allocation"},
>> >>     {"draw_stall",     ETNA_DBG_DRAW_STALL, "Stall FE/PE after each rendered primitive"},
>> >> +   {"shaderdb",       ETNA_DBG_SHADERDB, "Enable shaderdb output"},
>> >>     DEBUG_NAMED_VALUE_END
>> >>  };
>> >>
>> >> diff --git a/src/gallium/drivers/etnaviv/etnaviv_shader.c b/src/gallium/drivers/etnaviv/etnaviv_shader.c
>> >> index 8895311..87edf5b 100644
>> >> --- a/src/gallium/drivers/etnaviv/etnaviv_shader.c
>> >> +++ b/src/gallium/drivers/etnaviv/etnaviv_shader.c
>> >> @@ -223,6 +223,42 @@ etna_shader_update_vs_inputs(struct etna_context *ctx,
>> >>     return true;
>> >>  }
>> >>
>> >> +static inline const char *
>> >> +etna_shader_stage(struct etna_shader *shader)
>> >> +{
>> >> +   switch (shader->processor) {
>> >> +   case PIPE_SHADER_VERTEX:     return "VERT";
>> >> +   case PIPE_SHADER_FRAGMENT:   return "FRAG";
>> >> +   case PIPE_SHADER_COMPUTE:    return "CL";
>> >> +   default:
>> >> +      unreachable("invalid type");
>> >> +      return NULL;
>> >> +   }
>> >> +}
>> >> +
>> >> +static void
>> >> +dump_shader_info(struct etna_shader *shader, struct pipe_debug_callback *debug)
>> >> +{
>> >> +   if (!unlikely(etna_mesa_debug & ETNA_DBG_SHADERDB))
>> >> +      return;
>> >> +
>> >> +   pipe_debug_message(debug, SHADER_INFO, "\n"
>> >> +         "SHADER-DB: %s prog %d: %u instructions %u temps\n"
>> >> +         "SHADER-DB: %s prog %d: %u immediates %u consts\n"
>> >> +         "SHADER-DB: %s prog %d: %u loops\n",
>> >> +         etna_shader_stage(shader),
>> >> +         shader->id,
>> >> +         shader->code_size,
>> >> +         shader->num_temps,
>> >> +         etna_shader_stage(shader),
>> >> +         shader->id,
>> >> +         shader->uniforms.imm_count,
>> >> +         shader->uniforms.const_count,
>> >> +         etna_shader_stage(shader),
>> >> +         shader->id,
>> >> +         shader->num_loops);
>> >> +}
>> >> +
>> >>  bool
>> >>  etna_shader_update_vertex(struct etna_context *ctx)
>> >>  {
>> >> @@ -235,8 +271,14 @@ etna_create_shader_state(struct pipe_context *pctx,
>> >>                           const struct pipe_shader_state *pss)
>> >>  {
>> >>     struct etna_context *ctx = etna_context(pctx);
>> >> +   struct etna_shader *shader = etna_compile_shader(&ctx->specs, pss->tokens);
>> >> +
>> >> +   static uint32_t id;
>> >
>> > A matter of personal taste, but I would prefer this static variable to
>> > be outside of the function. Makes it easier to grok that it is external
>> > state and stable across function calls.
>> >
>>
>> In the long run (during the next months) I have planed to put that
>> incremental counter
>> to a better place. If its okay I will leave it where it is :)
>>
> As I said it's a matter of personal taste, so I certainly won't object.
>> >> +   shader->id = id++;
>> >> +
>> >> +   dump_shader_info(shader, &ctx->debug);
>> >>
>> >> -   return etna_compile_shader(&ctx->specs, pss->tokens);
>> >> +   return shader;
>> >>  }
>> >>
>> >>  static void
>> >

greets
--
Christian Gmeiner, MSc

https://www.youtube.com/user/AloryOFFICIAL
https://soundcloud.com/christian-gmeiner


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