etnaviv: move etna_dump_shader(..) to generic location

Before this change we had two identical etna_dump_shader
functions - one for tgsi and one for nir.

Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7397>
This commit is contained in:
Christian Gmeiner 2020-10-30 19:26:00 +01:00 committed by Marge Bot
parent 3bef6dfe42
commit 2dc73d2c7f
4 changed files with 53 additions and 113 deletions

View File

@ -167,9 +167,6 @@ etna_destroy_shader(struct etna_shader_variant *shader);
bool
etna_compile_shader_nir(struct etna_shader_variant *shader);
void
etna_dump_shader_nir(const struct etna_shader_variant *shader);
bool
etna_link_shader_nir(struct etna_shader_link_info *info,
const struct etna_shader_variant *vs,

View File

@ -31,7 +31,6 @@
#include "etnaviv_asm.h"
#include "etnaviv_context.h"
#include "etnaviv_debug.h"
#include "etnaviv_disasm.h"
#include "etnaviv_nir.h"
#include "etnaviv_uniforms.h"
#include "etnaviv_util.h"
@ -1197,56 +1196,6 @@ etna_destroy_shader_nir(struct etna_shader_variant *shader)
FREE(shader);
}
extern const char *tgsi_swizzle_names[];
void
etna_dump_shader_nir(const struct etna_shader_variant *shader)
{
if (shader->stage == MESA_SHADER_VERTEX)
printf("VERT\n");
else
printf("FRAG\n");
etna_disasm(shader->code, shader->code_size, PRINT_RAW);
printf("num loops: %i\n", shader->num_loops);
printf("num temps: %i\n", shader->num_temps);
printf("immediates:\n");
for (int idx = 0; idx < shader->uniforms.imm_count; ++idx) {
printf(" [%i].%s = %f (0x%08x) (%d)\n",
idx / 4,
tgsi_swizzle_names[idx % 4],
*((float *)&shader->uniforms.imm_data[idx]),
shader->uniforms.imm_data[idx],
shader->uniforms.imm_contents[idx]);
}
printf("inputs:\n");
for (int idx = 0; idx < shader->infile.num_reg; ++idx) {
printf(" [%i] name=%s comps=%i\n", shader->infile.reg[idx].reg,
(shader->stage == MESA_SHADER_VERTEX) ?
gl_vert_attrib_name(shader->infile.reg[idx].slot) :
gl_varying_slot_name(shader->infile.reg[idx].slot),
shader->infile.reg[idx].num_components);
}
printf("outputs:\n");
for (int idx = 0; idx < shader->outfile.num_reg; ++idx) {
printf(" [%i] name=%s comps=%i\n", shader->outfile.reg[idx].reg,
(shader->stage == MESA_SHADER_VERTEX) ?
gl_varying_slot_name(shader->outfile.reg[idx].slot) :
gl_frag_result_name(shader->outfile.reg[idx].slot),
shader->outfile.reg[idx].num_components);
}
printf("special:\n");
if (shader->stage == MESA_SHADER_VERTEX) {
printf(" vs_pos_out_reg=%i\n", shader->vs_pos_out_reg);
printf(" vs_pointsize_out_reg=%i\n", shader->vs_pointsize_out_reg);
printf(" vs_load_balancing=0x%08x\n", shader->vs_load_balancing);
} else {
printf(" ps_color_out_reg=%i\n", shader->ps_color_out_reg);
printf(" ps_depth_out_reg=%i\n", shader->ps_depth_out_reg);
}
printf(" input_count_unk8=0x%08x\n", shader->input_count_unk8);
}
static const struct etna_shader_inout *
etna_shader_vs_lookup(const struct etna_shader_variant *sobj,
const struct etna_shader_inout *in)

View File

@ -53,7 +53,6 @@
#include "etnaviv_asm.h"
#include "etnaviv_context.h"
#include "etnaviv_debug.h"
#include "etnaviv_disasm.h"
#include "etnaviv_uniforms.h"
#include "etnaviv_util.h"
@ -2502,57 +2501,6 @@ out:
return ret;
}
extern const char *tgsi_swizzle_names[];
void
etna_dump_shader(const struct etna_shader_variant *shader)
{
if (shader->stage == MESA_SHADER_VERTEX)
printf("VERT\n");
else
printf("FRAG\n");
etna_disasm(shader->code, shader->code_size, PRINT_RAW);
printf("num loops: %i\n", shader->num_loops);
printf("num temps: %i\n", shader->num_temps);
printf("immediates:\n");
for (int idx = 0; idx < shader->uniforms.imm_count; ++idx) {
printf(" [%i].%s = %f (0x%08x) (%d)\n",
idx / 4,
tgsi_swizzle_names[idx % 4],
*((float *)&shader->uniforms.imm_data[idx]),
shader->uniforms.imm_data[idx],
shader->uniforms.imm_contents[idx]);
}
printf("inputs:\n");
for (int idx = 0; idx < shader->infile.num_reg; ++idx) {
printf(" [%i] name=%s comps=%i\n", shader->infile.reg[idx].reg,
(shader->stage == MESA_SHADER_VERTEX) ?
gl_vert_attrib_name(shader->infile.reg[idx].slot) :
gl_varying_slot_name(shader->infile.reg[idx].slot),
shader->infile.reg[idx].num_components);
}
printf("outputs:\n");
for (int idx = 0; idx < shader->outfile.num_reg; ++idx) {
printf(" [%i] name=%s comps=%i\n", shader->outfile.reg[idx].reg,
(shader->stage == MESA_SHADER_VERTEX) ?
gl_varying_slot_name(shader->outfile.reg[idx].slot) :
gl_frag_result_name(shader->outfile.reg[idx].slot),
shader->outfile.reg[idx].num_components);
}
printf("special:\n");
if (shader->stage == MESA_SHADER_VERTEX) {
printf(" vs_pos_out_reg=%i\n", shader->vs_pos_out_reg);
printf(" vs_pointsize_out_reg=%i\n", shader->vs_pointsize_out_reg);
printf(" vs_load_balancing=0x%08x\n", shader->vs_load_balancing);
} else {
printf(" ps_color_out_reg=%i\n", shader->ps_color_out_reg);
printf(" ps_depth_out_reg=%i\n", shader->ps_depth_out_reg);
}
printf(" input_count_unk8=0x%08x\n", shader->input_count_unk8);
}
void
etna_destroy_shader(struct etna_shader_variant *shader)
{

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@ -29,6 +29,7 @@
#include "etnaviv_compiler.h"
#include "etnaviv_context.h"
#include "etnaviv_debug.h"
#include "etnaviv_disasm.h"
#include "etnaviv_disk_cache.h"
#include "etnaviv_screen.h"
#include "etnaviv_util.h"
@ -56,6 +57,56 @@ static bool etna_icache_upload_shader(struct etna_context *ctx, struct etna_shad
return true;
}
extern const char *tgsi_swizzle_names[];
void
etna_dump_shader(const struct etna_shader_variant *shader)
{
if (shader->stage == MESA_SHADER_VERTEX)
printf("VERT\n");
else
printf("FRAG\n");
etna_disasm(shader->code, shader->code_size, PRINT_RAW);
printf("num loops: %i\n", shader->num_loops);
printf("num temps: %i\n", shader->num_temps);
printf("immediates:\n");
for (int idx = 0; idx < shader->uniforms.imm_count; ++idx) {
printf(" [%i].%s = %f (0x%08x) (%d)\n",
idx / 4,
tgsi_swizzle_names[idx % 4],
*((float *)&shader->uniforms.imm_data[idx]),
shader->uniforms.imm_data[idx],
shader->uniforms.imm_contents[idx]);
}
printf("inputs:\n");
for (int idx = 0; idx < shader->infile.num_reg; ++idx) {
printf(" [%i] name=%s comps=%i\n", shader->infile.reg[idx].reg,
(shader->stage == MESA_SHADER_VERTEX) ?
gl_vert_attrib_name(shader->infile.reg[idx].slot) :
gl_varying_slot_name(shader->infile.reg[idx].slot),
shader->infile.reg[idx].num_components);
}
printf("outputs:\n");
for (int idx = 0; idx < shader->outfile.num_reg; ++idx) {
printf(" [%i] name=%s comps=%i\n", shader->outfile.reg[idx].reg,
(shader->stage == MESA_SHADER_VERTEX) ?
gl_varying_slot_name(shader->outfile.reg[idx].slot) :
gl_frag_result_name(shader->outfile.reg[idx].slot),
shader->outfile.reg[idx].num_components);
}
printf("special:\n");
if (shader->stage == MESA_SHADER_VERTEX) {
printf(" vs_pos_out_reg=%i\n", shader->vs_pos_out_reg);
printf(" vs_pointsize_out_reg=%i\n", shader->vs_pointsize_out_reg);
printf(" vs_load_balancing=0x%08x\n", shader->vs_load_balancing);
} else {
printf(" ps_color_out_reg=%i\n", shader->ps_color_out_reg);
printf(" ps_depth_out_reg=%i\n", shader->ps_depth_out_reg);
}
printf(" input_count_unk8=0x%08x\n", shader->input_count_unk8);
}
/* Link vs and fs together: fill in shader_state from vs and fs
* as this function is called every time a new fs or vs is bound, the goal is to
* do little processing as possible here, and to precompute as much as possible in
@ -76,13 +127,8 @@ etna_link_shaders(struct etna_context *ctx, struct compiled_shader_state *cs,
#ifdef DEBUG
if (DBG_ENABLED(ETNA_DBG_DUMP_SHADERS)) {
if (DBG_ENABLED(ETNA_DBG_NIR)) {
etna_dump_shader_nir(vs);
etna_dump_shader_nir(fs);
} else {
etna_dump_shader(vs);
etna_dump_shader(fs);
}
etna_dump_shader(vs);
etna_dump_shader(fs);
}
#endif