pan/mdg: Don't disassemble blit shaders

There are a lot of them and they are mostly uninteresting, so don't
disassemble them or print shader-db results.

Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5948>
This commit is contained in:
Icecream95 2020-07-17 22:34:04 +12:00 committed by Alyssa Rosenzweig
parent 3f8656401b
commit 4a8ad1e08f
5 changed files with 8 additions and 8 deletions

View file

@ -171,7 +171,7 @@ panfrost_shader_compile(struct panfrost_context *ctx,
bifrost_compile_shader_nir(s, &program, dev->gpu_id);
} else {
midgard_compile_shader_nir(s, &program, false, 0, dev->gpu_id,
dev->debug & PAN_DBG_PRECOMPILE);
dev->debug & PAN_DBG_PRECOMPILE, false);
}
/* Prepare the compiled binary for upload */

View file

@ -217,7 +217,7 @@ panfrost_compile_blend_shader(
.rt_formats = {format}
};
midgard_compile_shader_nir(shader, &program, true, rt, dev->gpu_id, false);
midgard_compile_shader_nir(shader, &program, true, rt, dev->gpu_id, false, false);
/* Allow us to patch later */
res.patch_index = program.blend_patch_offset;

View file

@ -100,7 +100,7 @@ panfrost_build_blit_shader(panfrost_program *program, unsigned gpu_id, gl_frag_r
else
nir_store_var(b, c_out, nir_channel(b, &tex->dest.ssa, 0), 0xFF);
midgard_compile_shader_nir(shader, program, false, 0, gpu_id, false);
midgard_compile_shader_nir(shader, program, false, 0, gpu_id, false, true);
}
/* Compile and upload all possible blit shaders ahead-of-time to reduce draw

View file

@ -2847,7 +2847,7 @@ mir_add_writeout_loops(compiler_context *ctx)
}
int
midgard_compile_shader_nir(nir_shader *nir, panfrost_program *program, bool is_blend, unsigned blend_rt, unsigned gpu_id, bool shaderdb)
midgard_compile_shader_nir(nir_shader *nir, panfrost_program *program, bool is_blend, unsigned blend_rt, unsigned gpu_id, bool shaderdb, bool silent)
{
struct util_dynarray *compiled = &program->compiled;
@ -2909,7 +2909,7 @@ midgard_compile_shader_nir(nir_shader *nir, panfrost_program *program, bool is_b
NIR_PASS_V(nir, midgard_nir_reorder_writeout);
if (midgard_debug & MIDGARD_DBG_SHADERS) {
if ((midgard_debug & MIDGARD_DBG_SHADERS) && !silent) {
nir_print_shader(nir, stdout);
}
@ -3161,10 +3161,10 @@ midgard_compile_shader_nir(nir_shader *nir, panfrost_program *program, bool is_b
program->blend_patch_offset = ctx->blend_constant_offset;
program->tls_size = ctx->tls_size;
if (midgard_debug & MIDGARD_DBG_SHADERS)
if ((midgard_debug & MIDGARD_DBG_SHADERS) && !silent)
disassemble_midgard(stdout, program->compiled.data, program->compiled.size, gpu_id, ctx->stage);
if (midgard_debug & MIDGARD_DBG_SHADERDB || shaderdb) {
if ((midgard_debug & MIDGARD_DBG_SHADERDB || shaderdb) && !silent) {
unsigned nr_bundles = 0, nr_ins = 0;
/* Count instructions and bundles */

View file

@ -30,7 +30,7 @@
#include "panfrost/util/pan_ir.h"
int
midgard_compile_shader_nir(nir_shader *nir, panfrost_program *program, bool is_blend, unsigned blend_rt, unsigned gpu_id, bool shaderdb);
midgard_compile_shader_nir(nir_shader *nir, panfrost_program *program, bool is_blend, unsigned blend_rt, unsigned gpu_id, bool shaderdb, bool silent);
/* NIR options are shared between the standalone compiler and the online
* compiler. Defining it here is the simplest, though maybe not the Right