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Revert "brw: add serialize send stats"
This reverts commit b8ae4ede60 now that
we have a cycle estimation accounting.
Reviewed-by: Alyssa Anne Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37816>
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parent
14683a045b
commit
c20e2733bf
2 changed files with 1 additions and 10 deletions
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@ -750,7 +750,7 @@ brw_generator::generate_code(const brw_shader &s,
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int start_offset = p->next_insn_offset;
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int loop_count = 0, send_count = 0, serialized_send_count = 0, nop_count = 0, sync_nop_count = 0;
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int loop_count = 0, send_count = 0, nop_count = 0, sync_nop_count = 0;
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bool is_accum_used = false;
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struct disasm_info *disasm_info = disasm_initialize(p->isa, s.cfg);
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@ -1161,12 +1161,9 @@ brw_generator::generate_code(const brw_shader &s,
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generate_send(inst->as_send(), dst, src[SEND_SRC_DESC], src[SEND_SRC_EX_DESC],
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src[SEND_SRC_PAYLOAD1], src[SEND_SRC_PAYLOAD2]);
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send_count++;
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if (inst->as_send()->fused_eu_disable)
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serialized_send_count++;
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break;
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case SHADER_OPCODE_SEND_GATHER:
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assert(!inst->as_send()->fused_eu_disable);
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generate_send(inst->as_send(), dst,
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src[SEND_GATHER_SRC_DESC], src[SEND_GATHER_SRC_EX_DESC],
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src[SEND_GATHER_SRC_SCALAR], brw_null_reg());
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@ -1560,7 +1557,6 @@ brw_generator::generate_code(const brw_shader &s,
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stats->max_polygons = s.max_polygons;
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stats->instrs = before_size / 16 - nop_count - sync_nop_count;
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stats->send_messages = send_count;
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stats->serialized_send_messages = serialized_send_count;
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stats->loop_count = loop_count;
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stats->cycle_count = perf.latency;
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stats->spill_count = shader_stats.spill_count;
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@ -133,11 +133,6 @@
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Number of instructions in the final generated shader executable
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which access external units such as the constant cache or the sampler.
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</stat>
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<stat name="Serialized SEND Count" display="Serialized send messages">
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Number of instructions in the final generated shader
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executable which access external units such as the
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constant cache or the sampler in a serialized way.
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</stat>
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<stat name="Loop Count" display="Loop count">
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Number of loops (not unrolled) in the final generated shader
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executable.
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