[Mesa-dev] [PATCH 3/3] etnaviv: shader-db traces
Lucas Stach
l.stach at pengutronix.de
Thu Feb 9 09:26:08 UTC 2017
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.
>
> >> 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
> >
Regards,
Lucas
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