i965: Add names for all instructions to dump_instruction() in FS and VS.
I'd previously added the minimum names to understand my dumps, but this makes dumps in general much easier to read. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -2525,25 +2525,7 @@ fs_visitor::dump_instruction(fs_inst *inst)
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inst->flag_subreg);
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}
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if (inst->opcode < ARRAY_SIZE(opcode_descs) &&
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opcode_descs[inst->opcode].name) {
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printf("%s", opcode_descs[inst->opcode].name);
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} else {
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switch (inst->opcode) {
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case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD:
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printf("uniform_pull_const");
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break;
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case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD_GEN7:
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printf("uniform_pull_const_gen7");
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break;
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case FS_OPCODE_SET_SIMD4X2_OFFSET:
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printf("set_global_offset");
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break;
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default:
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printf("op%d", inst->opcode);
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break;
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}
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}
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printf("%s", brw_instruction_name(inst->opcode));
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if (inst->saturate)
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printf(".sat");
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if (inst->conditional_mod) {
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@ -378,3 +378,113 @@ brw_texture_offset(ir_constant *offset)
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}
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return offset_bits;
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}
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const char *
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brw_instruction_name(enum opcode op)
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{
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char *fallback;
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if (op < ARRAY_SIZE(opcode_descs) && opcode_descs[op].name)
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return opcode_descs[op].name;
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switch (op) {
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case FS_OPCODE_FB_WRITE:
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return "fb_write";
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case SHADER_OPCODE_RCP:
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return "rcp";
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case SHADER_OPCODE_RSQ:
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return "rsq";
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case SHADER_OPCODE_SQRT:
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return "sqrt";
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case SHADER_OPCODE_EXP2:
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return "exp2";
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case SHADER_OPCODE_LOG2:
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return "log2";
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case SHADER_OPCODE_POW:
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return "pow";
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case SHADER_OPCODE_INT_QUOTIENT:
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return "int_quot";
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case SHADER_OPCODE_INT_REMAINDER:
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return "int_rem";
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case SHADER_OPCODE_SIN:
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return "sin";
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case SHADER_OPCODE_COS:
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return "cos";
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case SHADER_OPCODE_TEX:
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return "tex";
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case SHADER_OPCODE_TXD:
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return "txd";
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case SHADER_OPCODE_TXF:
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return "txf";
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case SHADER_OPCODE_TXL:
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return "txl";
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case SHADER_OPCODE_TXS:
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return "txs";
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case FS_OPCODE_TXB:
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return "txb";
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case SHADER_OPCODE_TXF_MS:
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return "txf_ms";
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case FS_OPCODE_DDX:
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return "ddx";
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case FS_OPCODE_DDY:
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return "ddy";
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case FS_OPCODE_PIXEL_X:
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return "pixel_x";
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case FS_OPCODE_PIXEL_Y:
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return "pixel_y";
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case FS_OPCODE_CINTERP:
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return "cinterp";
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case FS_OPCODE_LINTERP:
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return "linterp";
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case FS_OPCODE_SPILL:
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return "spill";
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case FS_OPCODE_UNSPILL:
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return "unspill";
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case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD:
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return "uniform_pull_const";
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case FS_OPCODE_UNIFORM_PULL_CONSTANT_LOAD_GEN7:
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return "uniform_pull_const_gen7";
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case FS_OPCODE_VARYING_PULL_CONSTANT_LOAD:
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return "varying_pull_const";
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case FS_OPCODE_VARYING_PULL_CONSTANT_LOAD_GEN7:
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return "varying_pull_const_gen7";
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case FS_OPCODE_MOV_DISPATCH_TO_FLAGS:
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return "mov_dispatch_to_flags";
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case FS_OPCODE_DISCARD_JUMP:
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return "discard_jump";
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case FS_OPCODE_SET_SIMD4X2_OFFSET:
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return "set_simd4x2_offset";
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case FS_OPCODE_PACK_HALF_2x16_SPLIT:
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return "pack_half_2x16_split";
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case FS_OPCODE_UNPACK_HALF_2x16_SPLIT_X:
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return "unpack_half_2x16_split_x";
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case FS_OPCODE_UNPACK_HALF_2x16_SPLIT_Y:
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return "unpack_half_2x16_split_y";
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case VS_OPCODE_URB_WRITE:
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return "urb_write";
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case VS_OPCODE_SCRATCH_READ:
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return "scratch_read";
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case VS_OPCODE_SCRATCH_WRITE:
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return "scratch_write";
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case VS_OPCODE_PULL_CONSTANT_LOAD:
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return "pull_constant_load";
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default:
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/* Yes, this leaks. It's in debug code, it should never occur, and if
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* it does, you should just add the case to the list above.
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*/
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asprintf(&fallback, "op%d", op);
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return fallback;
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}
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}
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@ -58,3 +58,4 @@ int brw_type_for_base_type(const struct glsl_type *type);
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uint32_t brw_conditional_for_comparison(unsigned int op);
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uint32_t brw_math_function(enum opcode op);
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uint32_t brw_texture_offset(ir_constant *offset);
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const char *brw_instruction_name(enum opcode op);
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@ -972,12 +972,7 @@ vec4_visitor::split_virtual_grfs()
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void
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vec4_visitor::dump_instruction(vec4_instruction *inst)
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{
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if (inst->opcode < ARRAY_SIZE(opcode_descs) &&
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opcode_descs[inst->opcode].name) {
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printf("%s ", opcode_descs[inst->opcode].name);
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} else {
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printf("op%d ", inst->opcode);
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}
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printf("%s ", brw_instruction_name(inst->opcode));
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switch (inst->dst.file) {
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case GRF:
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