This will give us meaningful wave information in the case of a hang where
shaders are still running in an infinite loop.
Note that we call umr multiple times for different sections of the ddebug
hang dump, and so the wave information will not necessarily match up
between sections.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
char line[2000];
unsigned num_waves = 0;
- FILE *p = popen("umr -wa", "r");
+ FILE *p = popen("umr -O halt_waves -wa", "r");
if (!p)
return 0;
si_dump_debug_registers(sctx, f);
si_dump_annotated_shaders(sctx, f);
- si_dump_command("Active waves (raw data)", "umr -wa | column -t", f);
- si_dump_command("Wave information", "umr -O bits -wa", f);
+ si_dump_command("Active waves (raw data)", "umr -O halt_waves -wa | column -t", f);
+ si_dump_command("Wave information", "umr -O halt_waves,bits -wa", f);
}
}