v3d: Hook up some shader-db output to GL_ARB_debug_output.
This allows the original shader-db project's run.c runner to parse things easily, and is probably a good thing to have for GL_ARB_debug_output in general. I formatted it more like Intel's so I can mostly reuse their report script.
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@@ -1895,6 +1895,8 @@ ntq_emit_loop(struct v3d_compile *c, nir_loop *loop)
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c->loop_break_block = save_loop_break_block;
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c->loop_cont_block = save_loop_cont_block;
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c->loops++;
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}
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static void
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@@ -457,6 +457,10 @@ struct v3d_compile {
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struct exec_list *cf_node_list;
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const struct v3d_compiler *compiler;
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void (*debug_output)(const char *msg,
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void *debug_output_data);
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void *debug_output_data;
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/**
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* Mapping from nir_register * or nir_ssa_def * to array of struct
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* qreg for the values.
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@@ -529,8 +533,8 @@ struct v3d_compile {
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* space needs to be available in the spill BO per thread per QPU.
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*/
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uint32_t spill_size;
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/* Shader-db stats for register spilling. */
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uint32_t spills, fills;
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/* Shader-db stats */
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uint32_t spills, fills, loops;
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/**
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* Register spilling's per-thread base address, shared between each
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* spill/fill's addressing calculations.
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@@ -706,6 +710,9 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler,
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struct v3d_vs_key *key,
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struct v3d_vs_prog_data *prog_data,
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nir_shader *s,
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void (*debug_output)(const char *msg,
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void *debug_output_data),
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void *debug_output_data,
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int program_id, int variant_id,
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uint32_t *final_assembly_size);
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@@ -713,6 +720,9 @@ uint64_t *v3d_compile_fs(const struct v3d_compiler *compiler,
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struct v3d_fs_key *key,
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struct v3d_fs_prog_data *prog_data,
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nir_shader *s,
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void (*debug_output)(const char *msg,
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void *debug_output_data),
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void *debug_output_data,
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int program_id, int variant_id,
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uint32_t *final_assembly_size);
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@@ -558,6 +558,9 @@ static struct v3d_compile *
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vir_compile_init(const struct v3d_compiler *compiler,
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struct v3d_key *key,
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nir_shader *s,
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void (*debug_output)(const char *msg,
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void *debug_output_data),
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void *debug_output_data,
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int program_id, int variant_id)
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{
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struct v3d_compile *c = rzalloc(NULL, struct v3d_compile);
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@@ -568,6 +571,8 @@ vir_compile_init(const struct v3d_compiler *compiler,
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c->program_id = program_id;
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c->variant_id = variant_id;
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c->threads = 4;
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c->debug_output = debug_output;
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c->debug_output_data = debug_output_data;
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s = nir_shader_clone(c, s);
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c->s = s;
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@@ -702,6 +707,22 @@ v3d_return_qpu_insts(struct v3d_compile *c, uint32_t *final_assembly_size)
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memcpy(qpu_insts, c->qpu_insts, *final_assembly_size);
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char *shaderdb;
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int ret = asprintf(&shaderdb,
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"%s shader: %d inst, %d threads, %d loops, "
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"%d uniforms, %d:%d spills:fills",
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vir_get_stage_name(c),
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c->qpu_inst_count,
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c->threads,
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c->loops,
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c->num_uniforms,
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c->spills,
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c->fills);
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if (ret >= 0) {
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c->debug_output(shaderdb, c->debug_output_data);
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free(shaderdb);
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}
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vir_compile_destroy(c);
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return qpu_insts;
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@@ -711,10 +732,14 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler,
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struct v3d_vs_key *key,
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struct v3d_vs_prog_data *prog_data,
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nir_shader *s,
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void (*debug_output)(const char *msg,
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void *debug_output_data),
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void *debug_output_data,
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int program_id, int variant_id,
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uint32_t *final_assembly_size)
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{
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struct v3d_compile *c = vir_compile_init(compiler, &key->base, s,
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debug_output, debug_output_data,
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program_id, variant_id);
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c->vs_key = key;
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@@ -874,10 +899,14 @@ uint64_t *v3d_compile_fs(const struct v3d_compiler *compiler,
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struct v3d_fs_key *key,
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struct v3d_fs_prog_data *prog_data,
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nir_shader *s,
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void (*debug_output)(const char *msg,
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void *debug_output_data),
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void *debug_output_data,
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int program_id, int variant_id,
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uint32_t *final_assembly_size)
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{
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struct v3d_compile *c = vir_compile_init(compiler, &key->base, s,
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debug_output, debug_output_data,
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program_id, variant_id);
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c->fs_key = key;
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@@ -307,6 +307,14 @@ v3d_shader_state_create(struct pipe_context *pctx,
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return so;
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}
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static void
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v3d_shader_debug_output(const char *message, void *data)
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{
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struct v3d_context *v3d = data;
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pipe_debug_message(&v3d->debug, SHADER_INFO, "%s", message);
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}
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static struct v3d_compiled_shader *
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v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key)
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{
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@@ -343,6 +351,8 @@ v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key)
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qpu_insts = v3d_compile_vs(v3d->screen->compiler,
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(struct v3d_vs_key *)key,
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shader->prog_data.vs, s,
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v3d_shader_debug_output,
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v3d,
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program_id, variant_id,
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&shader_size);
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break;
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@@ -352,6 +362,8 @@ v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key)
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qpu_insts = v3d_compile_fs(v3d->screen->compiler,
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(struct v3d_fs_key *)key,
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shader->prog_data.fs, s,
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v3d_shader_debug_output,
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v3d,
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program_id, variant_id,
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&shader_size);
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break;
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