radv: rework how shaders are dumped when generating a hang report
Use a flag for the active stages instead. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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@@ -442,28 +442,22 @@ radv_dump_annotated_shader(struct radv_shader_variant *shader,
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static void
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radv_dump_annotated_shaders(struct radv_pipeline *pipeline,
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struct radv_shader_variant *compute_shader,
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FILE *f)
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VkShaderStageFlagBits active_stages, FILE *f)
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{
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struct ac_wave_info waves[AC_MAX_WAVES_PER_CHIP];
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unsigned num_waves = ac_get_wave_info(waves);
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unsigned mask;
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fprintf(f, COLOR_CYAN "The number of active waves = %u" COLOR_RESET
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"\n\n", num_waves);
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/* Dump annotated active graphics shaders. */
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mask = pipeline->active_stages;
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while (mask) {
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int stage = u_bit_scan(&mask);
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while (active_stages) {
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int stage = u_bit_scan(&active_stages);
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radv_dump_annotated_shader(pipeline->shaders[stage],
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stage, waves, num_waves, f);
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}
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radv_dump_annotated_shader(compute_shader, MESA_SHADER_COMPUTE, waves,
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num_waves, f);
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/* Print waves executing shaders that are not currently bound. */
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unsigned i;
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bool found = false;
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@@ -521,47 +515,42 @@ radv_dump_shader(struct radv_pipeline *pipeline,
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static void
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radv_dump_shaders(struct radv_pipeline *pipeline,
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struct radv_shader_variant *compute_shader, FILE *f)
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VkShaderStageFlagBits active_stages, FILE *f)
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{
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unsigned mask;
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/* Dump active graphics shaders. */
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mask = pipeline->active_stages;
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while (mask) {
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int stage = u_bit_scan(&mask);
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while (active_stages) {
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int stage = u_bit_scan(&active_stages);
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radv_dump_shader(pipeline, pipeline->shaders[stage], stage, f);
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}
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radv_dump_shader(pipeline, compute_shader, MESA_SHADER_COMPUTE, f);
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}
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static void
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radv_dump_graphics_state(struct radv_pipeline *graphics_pipeline,
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struct radv_pipeline *compute_pipeline, FILE *f)
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{
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struct radv_shader_variant *compute_shader =
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compute_pipeline ? compute_pipeline->shaders[MESA_SHADER_COMPUTE] : NULL;
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VkShaderStageFlagBits active_stages;
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if (!graphics_pipeline)
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return;
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radv_dump_shaders(graphics_pipeline, compute_shader, f);
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radv_dump_annotated_shaders(graphics_pipeline, compute_shader, f);
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active_stages = graphics_pipeline->active_stages;
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radv_dump_shaders(graphics_pipeline, active_stages, f);
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radv_dump_annotated_shaders(graphics_pipeline, active_stages, f);
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radv_dump_descriptors(graphics_pipeline, f);
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}
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static void
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radv_dump_compute_state(struct radv_pipeline *compute_pipeline, FILE *f)
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{
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VkShaderStageFlagBits active_stages = VK_SHADER_STAGE_COMPUTE_BIT;
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if (!compute_pipeline)
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return;
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radv_dump_shaders(compute_pipeline,
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compute_pipeline->shaders[MESA_SHADER_COMPUTE], f);
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radv_dump_annotated_shaders(compute_pipeline,
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compute_pipeline->shaders[MESA_SHADER_COMPUTE],
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f);
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radv_dump_shaders(compute_pipeline, active_stages, f);
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radv_dump_annotated_shaders(compute_pipeline, active_stages, f);
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radv_dump_descriptors(compute_pipeline, f);
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}
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