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freedreno: Include binning shaders in shader-db.
We want to see if we've improved our binning VS output, as well as the render VS. Reviewed-by: Rob Clark <robdclark@gmail.com>
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parent
8ab9f3a857
commit
ee2e1e85d4
2 changed files with 11 additions and 4 deletions
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@ -243,8 +243,10 @@ ir3_shader_get_variant(struct ir3_shader *shader, struct ir3_shader_key *key,
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shader_variant(shader, key, created);
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shader_variant(shader, key, created);
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if (v && binning_pass) {
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if (v && binning_pass) {
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if (!v->binning)
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if (!v->binning) {
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v->binning = create_variant(shader, key, true);
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v->binning = create_variant(shader, key, true);
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*created = true;
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}
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return v->binning;
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return v->binning;
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}
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}
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@ -44,15 +44,17 @@
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#include "ir3/ir3_nir.h"
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#include "ir3/ir3_nir.h"
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static void
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static void
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dump_shader_info(struct ir3_shader_variant *v, struct pipe_debug_callback *debug)
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dump_shader_info(struct ir3_shader_variant *v, bool binning_pass,
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struct pipe_debug_callback *debug)
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{
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{
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if (!unlikely(fd_mesa_debug & FD_DBG_SHADERDB))
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if (!unlikely(fd_mesa_debug & FD_DBG_SHADERDB))
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return;
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return;
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pipe_debug_message(debug, SHADER_INFO,
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pipe_debug_message(debug, SHADER_INFO,
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"%s shader: %u inst, %u dwords, "
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"%s%s shader: %u inst, %u dwords, "
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"%u half, %u full, %u const, %u constlen, "
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"%u half, %u full, %u const, %u constlen, "
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"%u (ss), %u (sy), %d max_sun, %d loops\n",
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"%u (ss), %u (sy), %d max_sun, %d loops\n",
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binning_pass ? "B" : "",
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ir3_shader_stage(v->shader),
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ir3_shader_stage(v->shader),
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v->info.instrs_count,
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v->info.instrs_count,
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v->info.sizedwords,
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v->info.sizedwords,
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@ -80,7 +82,7 @@ ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key,
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v = ir3_shader_get_variant(shader, &key, binning_pass, &created);
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v = ir3_shader_get_variant(shader, &key, binning_pass, &created);
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if (created) {
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if (created) {
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dump_shader_info(v, debug);
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dump_shader_info(v, binning_pass, debug);
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}
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}
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return v;
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return v;
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@ -137,6 +139,9 @@ ir3_shader_create(struct ir3_compiler *compiler,
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static struct ir3_shader_key key;
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static struct ir3_shader_key key;
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memset(&key, 0, sizeof(key));
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memset(&key, 0, sizeof(key));
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ir3_shader_variant(shader, key, false, debug);
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ir3_shader_variant(shader, key, false, debug);
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if (nir->info.stage != MESA_SHADER_FRAGMENT)
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ir3_shader_variant(shader, key, true, debug);
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}
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}
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return shader;
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return shader;
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}
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}
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