void si_destroy_saved_cs(struct si_saved_cs *scs)
{
si_clear_saved_cs(&scs->gfx);
- r600_resource_reference(&scs->trace_buf, NULL);
+ si_resource_reference(&scs->trace_buf, NULL);
free(scs);
}
ITEM(IB2),
ITEM(DRAW_INDIRECT),
ITEM(INDEX_BUFFER),
- ITEM(VCE),
- ITEM(UVD),
- ITEM(SDMA_BUFFER),
- ITEM(SDMA_TEXTURE),
ITEM(CP_DMA),
ITEM(CONST_BUFFER),
ITEM(DESCRIPTORS),
ITEM(DEPTH_BUFFER),
ITEM(COLOR_BUFFER_MSAA),
ITEM(DEPTH_BUFFER_MSAA),
- ITEM(CMASK),
- ITEM(DCC),
- ITEM(HTILE),
+ ITEM(SEPARATE_META),
ITEM(SHADER_BINARY),
ITEM(SHADER_RINGS),
ITEM(SCRATCH_BUFFER),
size / page_size, va / page_size, (va + size) / page_size);
/* Print the usage. */
- for (j = 0; j < 64; j++) {
- if (!(saved->bo_list[i].priority_usage & (1ull << j)))
+ for (j = 0; j < 32; j++) {
+ if (!(saved->bo_list[i].priority_usage & (1u << j)))
continue;
fprintf(f, "%s%s", !hit ? "" : ", ", priority_to_string(j));
uint32_t *gpu_list;
/** Reference of buffer where the list is uploaded, so that gpu_list
* is kept live. */
- struct r600_resource *buf;
+ struct si_resource *buf;
const char *shader_name;
const char *elem_name;
si_log_chunk_desc_list_destroy(void *data)
{
struct si_log_chunk_desc_list *chunk = data;
- r600_resource_reference(&chunk->buf, NULL);
+ si_resource_reference(&chunk->buf, NULL);
FREE(chunk);
}
chunk->slot_remap = slot_remap;
chunk->chip_class = screen->info.chip_class;
- r600_resource_reference(&chunk->buf, desc->buffer);
+ si_resource_reference(&chunk->buf, desc->buffer);
chunk->gpu_list = desc->gpu_list;
for (unsigned i = 0; i < num_elements; ++i) {
void si_log_draw_state(struct si_context *sctx, struct u_log_context *log)
{
+ struct si_shader_ctx_state *tcs_shader;
+
if (!log)
return;
+ tcs_shader = &sctx->tcs_shader;
+ if (sctx->tes_shader.cso && !sctx->tcs_shader.cso)
+ tcs_shader = &sctx->fixed_func_tcs_shader;
+
si_dump_framebuffer(sctx, log);
si_dump_gfx_shader(sctx, &sctx->vs_shader, log);
- si_dump_gfx_shader(sctx, &sctx->tcs_shader, log);
+ si_dump_gfx_shader(sctx, tcs_shader, log);
si_dump_gfx_shader(sctx, &sctx->tes_shader, log);
si_dump_gfx_shader(sctx, &sctx->gs_shader, log);
si_dump_gfx_shader(sctx, &sctx->ps_shader, log);
si_dump_descriptor_list(sctx->screen,
&sctx->descriptors[SI_DESCS_RW_BUFFERS],
- "", "RW buffers", 4, SI_NUM_RW_BUFFERS,
+ "", "RW buffers", 4,
+ sctx->descriptors[SI_DESCS_RW_BUFFERS].num_active_slots,
si_identity, log);
si_dump_gfx_descriptors(sctx, &sctx->vs_shader, log);
- si_dump_gfx_descriptors(sctx, &sctx->tcs_shader, log);
+ si_dump_gfx_descriptors(sctx, tcs_shader, log);
si_dump_gfx_descriptors(sctx, &sctx->tes_shader, log);
si_dump_gfx_descriptors(sctx, &sctx->gs_shader, log);
si_dump_gfx_descriptors(sctx, &sctx->ps_shader, log);