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vc4: Report to shader-db how many threads a fragment shader has.
author
Eric Anholt
<eric@anholt.net>
Sat, 4 Mar 2017 00:37:50 +0000
(16:37 -0800)
committer
Eric Anholt
<eric@anholt.net>
Wed, 8 Mar 2017 21:44:17 +0000
(13:44 -0800)
Doing instruction count analysis when we emit the thread switches that
will save us from tons of stalls is kind of missing the point.
src/gallium/drivers/vc4/vc4_program.c
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diff --git
a/src/gallium/drivers/vc4/vc4_program.c
b/src/gallium/drivers/vc4/vc4_program.c
index 2c9447fa023f370e6ab979b4900bbac22b6f4978..3708b1bbb51f0c40dc78bada6cd298ed19272f5a 100644
(file)
--- a/
src/gallium/drivers/vc4/vc4_program.c
+++ b/
src/gallium/drivers/vc4/vc4_program.c
@@
-2643,6
+2643,13
@@
vc4_get_compiled_shader(struct vc4_context *vc4, enum qstage stage,
}
}
+ if ((vc4_debug & VC4_DEBUG_SHADERDB) && stage == QSTAGE_FRAG) {
+ fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d FS threads\n",
+ qir_get_stage_name(c->stage),
+ c->program_id, c->variant_id,
+ 1 + shader->fs_threaded);
+ }
+
qir_compile_destroy(c);
struct vc4_key *dup_key;