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intel/decoder: Decode compute shaders in EXECUTE_INDIRECT_DISPATCH
This makes the error state decoder (among other tools) print the compute shaders referenced by EXECUTE_INDIRECT_DISPATCH. We just reuse the existing COMPUTE_WALKER handling as it already looks for a COMPUTE_WALKER_BODY in a larger struct and then INTERFACE_DESCRIPTOR_DATA within that. Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Sushma Venkatesh Reddy <sushma.venkatesh.reddy@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34198>
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1 changed files with 3 additions and 1 deletions
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@ -503,7 +503,8 @@ handle_compute_walker(struct intel_batch_decode_ctx *ctx,
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struct intel_field_iterator iter;
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intel_field_iterator_init(&iter, inst, p, 0, false);
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while (intel_field_iterator_next(&iter)) {
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if (strcmp(iter.name, "body") == 0) {
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if (strcmp(iter.name, "body") == 0 ||
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strcmp(iter.name, "COMPUTE_WALKER_BODY") == 0) {
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intel_field_iterator_init(&iter, iter.struct_desc,
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&iter.p[iter.start_bit / 32],
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0, false);
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@ -1497,6 +1498,7 @@ struct custom_decoder state_handlers[] = {
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/* Special printing of instructions */
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struct custom_decoder custom_decoders[] = {
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{ "COMPUTE_WALKER", handle_compute_walker },
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{ "EXECUTE_INDIRECT_DISPATCH", handle_compute_walker },
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{ "MEDIA_CURBE_LOAD", handle_media_curbe_load },
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{ "3DSTATE_VERTEX_BUFFERS", handle_3dstate_vertex_buffers },
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{ "3DSTATE_INDEX_BUFFER", handle_3dstate_index_buffer },
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