i965: Unhardcode a few more stage names and abbreviations.
The stage_abbrev and stage_name fields in backend_visitor provide what we need without any additional effort. It also means we'll get the right names for compute shaders, SIMD8 geometry shaders, and both kinds of tessellation shaders. This does unfortunately change the capitalization of the stage abbreviation in the INTEL_DEBUG=optimizer output filenames. It doesn't seem worth adding code to handle, though. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com> Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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@ -3766,8 +3766,6 @@ fs_visitor::calculate_register_pressure()
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void
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fs_visitor::optimize()
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{
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const char *stage_name = stage == MESA_SHADER_VERTEX ? "vs" : "fs";
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split_virtual_grfs();
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move_uniform_array_access_to_pull_constants();
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@ -3781,7 +3779,7 @@ fs_visitor::optimize()
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if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER) && this_progress) { \
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char filename[64]; \
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snprintf(filename, 64, "%s%d-%04d-%02d-%02d-" #pass, \
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stage_name, dispatch_width, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
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stage_abbrev, dispatch_width, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
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\
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backend_visitor::dump_instructions(filename); \
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} \
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@ -3793,7 +3791,8 @@ fs_visitor::optimize()
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if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER)) {
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char filename[64];
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snprintf(filename, 64, "%s%d-%04d-00-start",
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stage_name, dispatch_width, shader_prog ? shader_prog->Name : 0);
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stage_abbrev, dispatch_width,
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shader_prog ? shader_prog->Name : 0);
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backend_visitor::dump_instructions(filename);
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}
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@ -3885,9 +3884,6 @@ fs_visitor::allocate_registers()
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}
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if (!allocated_without_spills) {
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const char *stage_name = stage == MESA_SHADER_VERTEX ?
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"Vertex" : "Fragment";
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/* We assume that any spilling is worse than just dropping back to
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* SIMD8. There's probably actually some intermediate point where
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* SIMD16 with a couple of spills is still better.
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@ -1700,8 +1700,6 @@ vec4_visitor::run()
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move_push_constants_to_pull_constants();
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split_virtual_grfs();
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const char *stage_name = stage == MESA_SHADER_GEOMETRY ? "gs" : "vs";
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#define OPT(pass, args...) ({ \
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pass_num++; \
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bool this_progress = pass(args); \
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@ -1709,7 +1707,7 @@ vec4_visitor::run()
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if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER) && this_progress) { \
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char filename[64]; \
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snprintf(filename, 64, "%s-%04d-%02d-%02d-" #pass, \
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stage_name, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
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stage_abbrev, shader_prog ? shader_prog->Name : 0, iteration, pass_num); \
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\
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backend_visitor::dump_instructions(filename); \
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} \
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@ -1722,7 +1720,7 @@ vec4_visitor::run()
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if (unlikely(INTEL_DEBUG & DEBUG_OPTIMIZER)) {
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char filename[64];
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snprintf(filename, 64, "%s-%04d-00-start",
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stage_name, shader_prog ? shader_prog->Name : 0);
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stage_abbrev, shader_prog ? shader_prog->Name : 0);
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backend_visitor::dump_instructions(filename);
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}
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