mirror of
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Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Felix DeGrood <felix.j.degrood@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39451>
217 lines
14 KiB
XML
217 lines
14 KiB
XML
<shaderdb>
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<isa name="Adreno">
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<stat name="Max Waves Per Core" display="MaxWaves" more="better" type="u16">Maximum number of simultaneous waves per core.</stat>
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<stat name="Instruction Count" display="Inst">Total number of IR3 instructions in the final generated shader executable.</stat>
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<stat name="Code size">Total number of dwords in the final generated shader executable.</stat>
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<stat name="NOPs Count" display="NOPs">Number of NOP instructions in the final generated shader executable.</stat>
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<stat name="MOV Count" display="MOV">Number of MOV instructions in the final generated shader executable.</stat>
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<stat name="COV Count" display="COV">Number of COV instructions in the final generated shader executable.</stat>
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<stat name="Registers used" display="Full" type="u16">Number of registers used in the final generated shader executable.</stat>
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<stat name="Half-registers used" display="Half" type="u16">Number of half-registers used in the final generated shader executable.</stat>
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<stat name="Last interpolation instruction" display="Last-baryf">The instruction where varying storage in Local Memory is released</stat>
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<stat name="Last helper instruction" display="Last-helper">The instruction where helper invocations are killed</stat>
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<stat name="Instructions with SS sync bit" display="(ss)">SS bit is set for instructions which depend on a result of long instructions to prevent RAW hazard.</stat>
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<stat name="Instructions with SY sync bit" display="(sy)">SY bit is set for instructions which depend on a result of loads from global memory to prevent RAW hazard.</stat>
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<stat name="Estimated cycles stalled on SS" display="(ss)-stall">A better metric to estimate the impact of SS syncs.</stat>
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<stat name="Estimated cycles stalled on SY" display="(sy)-stall">A better metric to estimate the impact of SY syncs.</stat>
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<stat name="cat# instructions" display="cat#" count="8">Number of cat# instructions.</stat>
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<stat name="Loops">Number of hardware loops</stat>
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<stat name="STP Count" display="STPs">Number of STore Private instructions in the final generated shader executable.</stat>
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<stat name="LDP Count" display="LDPs">Number of LoaD Private instructions in the final generated shader executable.</stat>
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<stat name="Preamble Instruction Count" display="Preamble inst">Total number of IR3 instructions in the preamble.</stat>
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<stat name="Early preamble" display="Early-preamble" type="bool">Whether the preamble will be executed early.</stat>
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<stat name="Const file size" display="Constlen">Size of the const file in vec4</stat>
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</isa>
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<isa name="AGX2">
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<stat name="Instructions" display="Instrs">Instruction count</stat>
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<stat name="ALU">Estimated ALU cycle count</stat>
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<stat name="FSCIB">Estimated F16/F32/SCIB cycle count</stat>
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<stat name="IC">Estimated IC cycle count</stat>
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<stat name="Code size">Binary size in bytes</stat>
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<stat name="GPRs" type="u16">Number of 16-bit GPRs</stat>
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<stat name="Uniforms" type="u16">Number of 16-bit uniform registers</stat>
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<stat name="Scratch">Scratch size per thread in bytes</stat>
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<stat name="Threads" more="better" type="u16">Maximum number of threads in flight on a compute unit</stat>
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<stat name="Loops">Number of hardware loops</stat>
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<stat name="Spills">Number of spill (stack store) instructions</stat>
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<stat name="Fills">Number of fill (stack load) instructions</stat>
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<stat name="Preamble instructions" display="Preamble inst">Preamble instruction count</stat>
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</isa>
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<family name="Pan">
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<isa name="Midgard">
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<stat name="Instructions" display="Inst">Instruction count</stat>
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<stat name="Bundles">Instruction bundles</stat>
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<stat name="Registers" type="u16">Register usage in vec4s</stat>
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<stat name="Threads" more="better" type="u16">Maximum number of threads in flight on a compute unit</stat>
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<stat name="Quadwords">Binary size in quadwords</stat>
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<stat name="Loops">Number of hardware loops</stat>
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<stat name="Spills">Number of spill instructions</stat>
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<stat name="Fills">Number of fill instructions</stat>
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</isa>
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<isa name="Bifrost">
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<stat name="Instructions" display="Instrs">Instruction count</stat>
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<stat name="Tuples">Tuple count</stat>
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<stat name="Clauses">Clause count</stat>
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<stat name="Cycles" type="float">Estimated normalized cycles</stat>
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<stat name="Arithmetic" display="Arith" type="float">Estimated normalized arithmetic cycles</stat>
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<stat name="Texture" display="T" type="float">Estimated normalized Texture cycles</stat>
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<stat name="Load/store" display="LDST" type="float">Estimated normalized Load/Store cycles</stat>
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<stat name="Varying" display="V" type="float">Estimated normalized Varying cycles</stat>
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<stat name="Preloads" type="u16">Preload count</stat>
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<stat name="Threads" more="better" type="u16">Maximum number of threads in flight on a compute unit</stat>
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<stat name="Code size">Binary size in bytes</stat>
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<stat name="Loops">Number of hardware loops</stat>
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<stat name="Spills">Number of spill instructions</stat>
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<stat name="Fills">Number of fill instructions</stat>
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<stat name="Spill cost">Cost of spill and fill instructions</stat>
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<stat name="Registers used">Number of registers used</stat>
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<stat name="Uniforms used">Uniform registers used</stat>
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</isa>
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<isa name="Valhall">
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<stat name="Instructions" display="Instrs">Instruction count</stat>
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<stat name="Cycles" type="float">Estimated normalized cycles</stat>
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<stat name="FMA" type="float">Estimated normalized FMA (Fused Multiply-Add) cycles</stat>
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<stat name="CVT" type="float">Estimated normalized CVT (ConVerT) cycles</stat>
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<stat name="SFU" type="float">Estimated normalized SFU (Special Function Unit) cycles</stat>
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<stat name="Varying" display="V" type="float">Estimated normalized Varying cycles</stat>
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<stat name="Texture" display="T" type="float">Estimated normalized Texture cycles</stat>
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<stat name="Load/store" display="LS" type="float">Estimated normalized Load/Store cycles</stat>
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<stat name="Code size">Binary size in bytes</stat>
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<stat name="Threads" more="better" type="u16">Maximum number of threads in flight on a compute unit</stat>
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<stat name="Loops">Number of hardware loops</stat>
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<stat name="Spills">Number of spill instructions</stat>
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<stat name="Fills">Number of fill instructions</stat>
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<stat name="Spill cost">Cost of spill and fill instructions</stat>
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<stat name="Registers used">Number of registers used</stat>
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<stat name="Uniforms used">Uniform registers used</stat>
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</isa>
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</family>
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<isa name="VideoCore VI">
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<stat name="Instruction Count" display="Instrs">Number of QPU instructions</stat>
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<stat name="Thread Count" more="better">Number of QPU threads dispatched</stat>
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<stat name="Spill Size">Size of the spill buffer in bytes</stat>
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<stat name="TMU Spills" display="Spills">Number of times a register was spilled to memory</stat>
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<stat name="TMU Fills" display="Fills">Number of times a register was filled from memory</stat>
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<stat name="QPU Read Stalls" display="Read Stalls">Number of cycles the QPU stalls for a register read dependency</stat>
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</isa>
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<isa name="AMD">
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<stat name="Driver pipeline hash" display="DriverHash" hash="true" type="u64">Driver pipeline hash used by RGP</stat>
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<stat name="SGPRs">Number of SGPR registers allocated per subgroup</stat>
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<stat name="VGPRs">Number of VGPR registers allocated per subgroup</stat>
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<stat name="Spilled SGPRs" display="SpillSGPRs">Number of SGPR registers spilled per subgroup</stat>
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<stat name="Spilled VGPRs" display="SpillVGPRs">Number of VGPR registers spilled per subgroup</stat>
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<stat name="Code size" display="CodeSize">Code size in bytes</stat>
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<stat name="LDS size" display="LDS">LDS size in bytes per workgroup</stat>
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<stat name="Scratch size" display="Scratch">Private memory in bytes per subgroup</stat>
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<stat name="Subgroups per SIMD" display="MaxWaves" more="better">The maximum number of subgroups in flight on a SIMD unit</stat>
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<stat name="Combined inputs" display="Inputs">Number of input slots reserved for the shader (including merged stages)</stat>
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<stat name="Combined outputs" display="Outputs">Number of output slots reserved for the shader (including merged stages)</stat>
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<stat name="Hash" hash="true">CRC32 hash of code and constant data</stat>
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<stat name="Instructions" display="Instrs">Instruction count</stat>
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<stat name="Copies">Copy instructions created for pseudo-instructions</stat>
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<stat name="Branches">Branch instructions</stat>
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<stat name="Latency">Issue cycles plus stall cycles</stat>
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<stat name="Inverse Throughput" display="InvThroughput">Estimated busy cycles to execute one wave</stat>
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<stat name="VMEM Clause" display="VClause">Number of VMEM clauses (includes 1-sized clauses)</stat>
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<stat name="SMEM Clause" display="SClause">Number of SMEM clauses (includes 1-sized clauses)</stat>
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<stat name="Pre-Sched SGPRs" display="PreSGPRs">SGPR usage before scheduling</stat>
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<stat name="Pre-Sched VGPRs" display="PreVGPRs">VGPR usage before scheduling</stat>
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<stat name="VALU">Number of VALU instructions</stat>
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<stat name="SALU">Number of SALU instructions</stat>
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<stat name="VMEM">Number of VMEM instructions</stat>
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<stat name="SMEM">Number of SMEM instructions</stat>
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<stat name="VOPD" more="better">Number of VOPD instructions</stat>
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</isa>
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<family name="Intel">
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<isa name="GenISA">
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<stat name="Dispatch width" hidden="true">0 for vec4</stat>
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<stat name="Max polygons" hidden="true"/>
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<stat name="Instructions" display="Instrs">
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Number of GEN instructions in the final generated shader executable.
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</stat>
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<stat name="Code size">
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Code size in bytes
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</stat>
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<stat name="SENDs" display="Sends">
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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="Loops">
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Number of loops (not unrolled) in the final generated shader
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executable.
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</stat>
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<stat name="Cycles">
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Estimate of the number of EU cycles required to execute the final
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generated executable. This is an estimate only and may vary greatly
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from actual run-time performance.
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</stat>
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<stat name="Spills">
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Number of scratch spill operations. This gives a rough estimate of
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the cost incurred due to spilling temporary values to memory. If
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this is non-zero, you may want to adjust your shader to reduce
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register pressure.
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</stat>
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<stat name="Fills">
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Number of scratch fill operations. This gives a rough estimate of
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the cost incurred due to spilling temporary values to memory. If
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this is non-zero, you may want to adjust your shader to reduce
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register pressure.
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</stat>
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<stat name="Scratch Memory Size">
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Number of bytes of scratch memory required by the generated shader
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executable. If this is non-zero, you may want to adjust your shader
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to reduce register pressure.
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</stat>
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<stat name="GRF registers">
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Number of GRF registers required by the shader.
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</stat>
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<stat name="Push constant ranges">
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Number of push constants ranges provided to the shader.
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</stat>
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<stat name="Push constant registers">
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Number of GRF registers in the payload registers dedicated to constants.
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</stat>
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<stat name="Max dispatch width" more="better">
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Largest SIMD dispatch width.
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</stat>
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<stat name="Max live registers">
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Maximum number of registers used across the entire shader.
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</stat>
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<stat name="Workgroup Memory Size">
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Number of bytes of workgroup shared memory used by this shader
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including any padding.
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</stat>
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<stat name="Non SSA regs after NIR">
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Non SSA regs after NIR translation to BRW.
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</stat>
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<stat name="Source hash" hash="true">
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Hash generated from shader source.
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</stat>
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<stat name="Scheduler mode" type="str">
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Scheduling mode selected for this binary.
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</stat>
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</isa>
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</family>
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<family name="PVR">
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<isa name="Rogue">
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<stat name="Code size">Binary size in bytes</stat>
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<stat name="Scratch size">Scratch size per instance in bytes</stat>
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<stat name="Spill count">Number of spilled registers per instance</stat>
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<stat name="Temp count">Number of allocated temp registers</stat>
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<stat name="Vtxin count">Number of used vertex input registers</stat>
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<stat name="Loop count">Number of not unrolled loops in the shader</stat>
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<stat name="Inst group count">Total number of instruction groups</stat>
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<stat name="Main inst group count">Number of main instruction groups</stat>
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<stat name="Bitwise inst group count">Number of bitwise instruction groups</stat>
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<stat name="Control inst group count">Number of control instruction groups</stat>
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</isa>
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</family>
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</shaderdb>
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