radv: tidy up radv_get_shader_name() and add NGG stages

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Samuel Pitoiset
2019-07-11 18:03:55 +02:00
parent ffd6a979bf
commit 2b6a089813
3 changed files with 32 additions and 12 deletions

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@@ -406,7 +406,7 @@ radv_dump_annotated_shader(struct radv_shader_variant *shader,
start_addr, &num_inst, instructions); start_addr, &num_inst, instructions);
fprintf(f, COLOR_YELLOW "%s - annotated disassembly:" COLOR_RESET "\n", fprintf(f, COLOR_YELLOW "%s - annotated disassembly:" COLOR_RESET "\n",
radv_get_shader_name(shader, stage)); radv_get_shader_name(&shader->info, stage));
/* Print instructions with annotations. */ /* Print instructions with annotations. */
for (i = 0; i < num_inst; i++) { for (i = 0; i < num_inst; i++) {
@@ -490,7 +490,7 @@ radv_dump_shader(struct radv_pipeline *pipeline,
if (!shader) if (!shader)
return; return;
fprintf(f, "%s:\n\n", radv_get_shader_name(shader, stage)); fprintf(f, "%s:\n\n", radv_get_shader_name(&shader->info, stage));
if (shader->spirv) { if (shader->spirv) {
unsigned char sha1[21]; unsigned char sha1[21];

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@@ -1152,15 +1152,34 @@ radv_shader_variant_destroy(struct radv_device *device,
} }
const char * const char *
radv_get_shader_name(struct radv_shader_variant *var, gl_shader_stage stage) radv_get_shader_name(struct radv_shader_variant_info *info,
gl_shader_stage stage)
{ {
switch (stage) { switch (stage) {
case MESA_SHADER_VERTEX: return var->info.vs.as_ls ? "Vertex Shader as LS" : var->info.vs.as_es ? "Vertex Shader as ES" : "Vertex Shader as VS"; case MESA_SHADER_VERTEX:
case MESA_SHADER_GEOMETRY: return "Geometry Shader"; if (info->vs.as_ls)
case MESA_SHADER_FRAGMENT: return "Pixel Shader"; return "Vertex Shader as LS";
case MESA_SHADER_COMPUTE: return "Compute Shader"; else if (info->vs.as_es)
case MESA_SHADER_TESS_CTRL: return "Tessellation Control Shader"; return "Vertex Shader as ES";
case MESA_SHADER_TESS_EVAL: return var->info.tes.as_es ? "Tessellation Evaluation Shader as ES" : "Tessellation Evaluation Shader as VS"; else if (info->is_ngg)
return "Vertex Shader as ESGS";
else
return "Vertex Shader as VS";
case MESA_SHADER_TESS_CTRL:
return "Tessellation Control Shader";
case MESA_SHADER_TESS_EVAL:
if (info->tes.as_es)
return "Tessellation Evaluation Shader as ES";
else if (info->is_ngg)
return "Tessellation Evaluation Shader as ESGS";
else
return "Tessellation Evaluation Shader as VS";
case MESA_SHADER_GEOMETRY:
return "Geometry Shader";
case MESA_SHADER_FRAGMENT:
return "Pixel Shader";
case MESA_SHADER_COMPUTE:
return "Compute Shader";
default: default:
return "Unknown shader"; return "Unknown shader";
}; };
@@ -1244,7 +1263,7 @@ radv_shader_dump_stats(struct radv_device *device,
generate_shader_stats(device, variant, stage, buf); generate_shader_stats(device, variant, stage, buf);
fprintf(file, "\n%s:\n", radv_get_shader_name(variant, stage)); fprintf(file, "\n%s:\n", radv_get_shader_name(&variant->info, stage));
fprintf(file, "%s", buf->buf); fprintf(file, "%s", buf->buf);
_mesa_string_buffer_destroy(buf); _mesa_string_buffer_destroy(buf);
@@ -1317,7 +1336,7 @@ radv_GetShaderInfoAMD(VkDevice _device,
case VK_SHADER_INFO_TYPE_DISASSEMBLY_AMD: case VK_SHADER_INFO_TYPE_DISASSEMBLY_AMD:
buf = _mesa_string_buffer_create(NULL, 1024); buf = _mesa_string_buffer_create(NULL, 1024);
_mesa_string_buffer_printf(buf, "%s:\n", radv_get_shader_name(variant, stage)); _mesa_string_buffer_printf(buf, "%s:\n", radv_get_shader_name(&variant->info, stage));
_mesa_string_buffer_printf(buf, "%s\n\n", variant->llvm_ir_string); _mesa_string_buffer_printf(buf, "%s\n\n", variant->llvm_ir_string);
_mesa_string_buffer_printf(buf, "%s\n\n", variant->disasm_string); _mesa_string_buffer_printf(buf, "%s\n\n", variant->disasm_string);
generate_shader_stats(device, variant, stage, buf); generate_shader_stats(device, variant, stage, buf);

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@@ -421,7 +421,8 @@ radv_shader_variant_destroy(struct radv_device *device,
struct radv_shader_variant *variant); struct radv_shader_variant *variant);
const char * const char *
radv_get_shader_name(struct radv_shader_variant *var, gl_shader_stage stage); radv_get_shader_name(struct radv_shader_variant_info *info,
gl_shader_stage stage);
void void
radv_shader_dump_stats(struct radv_device *device, radv_shader_dump_stats(struct radv_device *device,