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>
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@ -167,9 +167,6 @@ etna_destroy_shader(struct etna_shader_variant *shader);
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bool
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etna_compile_shader_nir(struct etna_shader_variant *shader);
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void
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etna_dump_shader_nir(const struct etna_shader_variant *shader);
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bool
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etna_link_shader_nir(struct etna_shader_link_info *info,
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const struct etna_shader_variant *vs,
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@ -31,7 +31,6 @@
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#include "etnaviv_asm.h"
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#include "etnaviv_context.h"
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#include "etnaviv_debug.h"
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#include "etnaviv_disasm.h"
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#include "etnaviv_nir.h"
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#include "etnaviv_uniforms.h"
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#include "etnaviv_util.h"
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@ -1197,56 +1196,6 @@ etna_destroy_shader_nir(struct etna_shader_variant *shader)
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FREE(shader);
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}
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extern const char *tgsi_swizzle_names[];
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void
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etna_dump_shader_nir(const struct etna_shader_variant *shader)
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{
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if (shader->stage == MESA_SHADER_VERTEX)
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printf("VERT\n");
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else
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printf("FRAG\n");
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etna_disasm(shader->code, shader->code_size, PRINT_RAW);
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printf("num loops: %i\n", shader->num_loops);
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printf("num temps: %i\n", shader->num_temps);
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printf("immediates:\n");
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for (int idx = 0; idx < shader->uniforms.imm_count; ++idx) {
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printf(" [%i].%s = %f (0x%08x) (%d)\n",
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idx / 4,
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tgsi_swizzle_names[idx % 4],
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*((float *)&shader->uniforms.imm_data[idx]),
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shader->uniforms.imm_data[idx],
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shader->uniforms.imm_contents[idx]);
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}
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printf("inputs:\n");
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for (int idx = 0; idx < shader->infile.num_reg; ++idx) {
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printf(" [%i] name=%s comps=%i\n", shader->infile.reg[idx].reg,
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(shader->stage == MESA_SHADER_VERTEX) ?
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gl_vert_attrib_name(shader->infile.reg[idx].slot) :
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gl_varying_slot_name(shader->infile.reg[idx].slot),
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shader->infile.reg[idx].num_components);
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}
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printf("outputs:\n");
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for (int idx = 0; idx < shader->outfile.num_reg; ++idx) {
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printf(" [%i] name=%s comps=%i\n", shader->outfile.reg[idx].reg,
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(shader->stage == MESA_SHADER_VERTEX) ?
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gl_varying_slot_name(shader->outfile.reg[idx].slot) :
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gl_frag_result_name(shader->outfile.reg[idx].slot),
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shader->outfile.reg[idx].num_components);
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}
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printf("special:\n");
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if (shader->stage == MESA_SHADER_VERTEX) {
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printf(" vs_pos_out_reg=%i\n", shader->vs_pos_out_reg);
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printf(" vs_pointsize_out_reg=%i\n", shader->vs_pointsize_out_reg);
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printf(" vs_load_balancing=0x%08x\n", shader->vs_load_balancing);
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} else {
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printf(" ps_color_out_reg=%i\n", shader->ps_color_out_reg);
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printf(" ps_depth_out_reg=%i\n", shader->ps_depth_out_reg);
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}
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printf(" input_count_unk8=0x%08x\n", shader->input_count_unk8);
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}
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static const struct etna_shader_inout *
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etna_shader_vs_lookup(const struct etna_shader_variant *sobj,
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const struct etna_shader_inout *in)
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@ -53,7 +53,6 @@
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#include "etnaviv_asm.h"
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#include "etnaviv_context.h"
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#include "etnaviv_debug.h"
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#include "etnaviv_disasm.h"
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#include "etnaviv_uniforms.h"
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#include "etnaviv_util.h"
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@ -2502,57 +2501,6 @@ out:
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return ret;
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}
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extern const char *tgsi_swizzle_names[];
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void
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etna_dump_shader(const struct etna_shader_variant *shader)
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{
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if (shader->stage == MESA_SHADER_VERTEX)
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printf("VERT\n");
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else
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printf("FRAG\n");
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etna_disasm(shader->code, shader->code_size, PRINT_RAW);
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printf("num loops: %i\n", shader->num_loops);
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printf("num temps: %i\n", shader->num_temps);
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printf("immediates:\n");
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for (int idx = 0; idx < shader->uniforms.imm_count; ++idx) {
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printf(" [%i].%s = %f (0x%08x) (%d)\n",
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idx / 4,
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tgsi_swizzle_names[idx % 4],
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*((float *)&shader->uniforms.imm_data[idx]),
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shader->uniforms.imm_data[idx],
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shader->uniforms.imm_contents[idx]);
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}
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printf("inputs:\n");
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for (int idx = 0; idx < shader->infile.num_reg; ++idx) {
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printf(" [%i] name=%s comps=%i\n", shader->infile.reg[idx].reg,
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(shader->stage == MESA_SHADER_VERTEX) ?
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gl_vert_attrib_name(shader->infile.reg[idx].slot) :
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gl_varying_slot_name(shader->infile.reg[idx].slot),
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shader->infile.reg[idx].num_components);
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}
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printf("outputs:\n");
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for (int idx = 0; idx < shader->outfile.num_reg; ++idx) {
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printf(" [%i] name=%s comps=%i\n", shader->outfile.reg[idx].reg,
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(shader->stage == MESA_SHADER_VERTEX) ?
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gl_varying_slot_name(shader->outfile.reg[idx].slot) :
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gl_frag_result_name(shader->outfile.reg[idx].slot),
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shader->outfile.reg[idx].num_components);
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}
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printf("special:\n");
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if (shader->stage == MESA_SHADER_VERTEX) {
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printf(" vs_pos_out_reg=%i\n", shader->vs_pos_out_reg);
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printf(" vs_pointsize_out_reg=%i\n", shader->vs_pointsize_out_reg);
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printf(" vs_load_balancing=0x%08x\n", shader->vs_load_balancing);
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} else {
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printf(" ps_color_out_reg=%i\n", shader->ps_color_out_reg);
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printf(" ps_depth_out_reg=%i\n", shader->ps_depth_out_reg);
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}
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printf(" input_count_unk8=0x%08x\n", shader->input_count_unk8);
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}
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void
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etna_destroy_shader(struct etna_shader_variant *shader)
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{
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@ -29,6 +29,7 @@
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#include "etnaviv_compiler.h"
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#include "etnaviv_context.h"
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#include "etnaviv_debug.h"
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#include "etnaviv_disasm.h"
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#include "etnaviv_disk_cache.h"
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#include "etnaviv_screen.h"
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#include "etnaviv_util.h"
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@ -56,6 +57,56 @@ static bool etna_icache_upload_shader(struct etna_context *ctx, struct etna_shad
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return true;
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}
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extern const char *tgsi_swizzle_names[];
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void
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etna_dump_shader(const struct etna_shader_variant *shader)
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{
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if (shader->stage == MESA_SHADER_VERTEX)
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printf("VERT\n");
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else
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printf("FRAG\n");
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etna_disasm(shader->code, shader->code_size, PRINT_RAW);
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printf("num loops: %i\n", shader->num_loops);
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printf("num temps: %i\n", shader->num_temps);
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printf("immediates:\n");
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for (int idx = 0; idx < shader->uniforms.imm_count; ++idx) {
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printf(" [%i].%s = %f (0x%08x) (%d)\n",
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idx / 4,
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tgsi_swizzle_names[idx % 4],
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*((float *)&shader->uniforms.imm_data[idx]),
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shader->uniforms.imm_data[idx],
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shader->uniforms.imm_contents[idx]);
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}
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printf("inputs:\n");
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for (int idx = 0; idx < shader->infile.num_reg; ++idx) {
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printf(" [%i] name=%s comps=%i\n", shader->infile.reg[idx].reg,
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(shader->stage == MESA_SHADER_VERTEX) ?
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gl_vert_attrib_name(shader->infile.reg[idx].slot) :
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gl_varying_slot_name(shader->infile.reg[idx].slot),
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shader->infile.reg[idx].num_components);
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}
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printf("outputs:\n");
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for (int idx = 0; idx < shader->outfile.num_reg; ++idx) {
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printf(" [%i] name=%s comps=%i\n", shader->outfile.reg[idx].reg,
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(shader->stage == MESA_SHADER_VERTEX) ?
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gl_varying_slot_name(shader->outfile.reg[idx].slot) :
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gl_frag_result_name(shader->outfile.reg[idx].slot),
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shader->outfile.reg[idx].num_components);
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}
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printf("special:\n");
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if (shader->stage == MESA_SHADER_VERTEX) {
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printf(" vs_pos_out_reg=%i\n", shader->vs_pos_out_reg);
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printf(" vs_pointsize_out_reg=%i\n", shader->vs_pointsize_out_reg);
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printf(" vs_load_balancing=0x%08x\n", shader->vs_load_balancing);
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} else {
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printf(" ps_color_out_reg=%i\n", shader->ps_color_out_reg);
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printf(" ps_depth_out_reg=%i\n", shader->ps_depth_out_reg);
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}
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printf(" input_count_unk8=0x%08x\n", shader->input_count_unk8);
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}
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/* Link vs and fs together: fill in shader_state from vs and fs
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* as this function is called every time a new fs or vs is bound, the goal is to
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* do little processing as possible here, and to precompute as much as possible in
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@ -76,13 +127,8 @@ etna_link_shaders(struct etna_context *ctx, struct compiled_shader_state *cs,
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#ifdef DEBUG
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if (DBG_ENABLED(ETNA_DBG_DUMP_SHADERS)) {
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if (DBG_ENABLED(ETNA_DBG_NIR)) {
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etna_dump_shader_nir(vs);
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etna_dump_shader_nir(fs);
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} else {
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etna_dump_shader(vs);
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etna_dump_shader(fs);
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}
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etna_dump_shader(vs);
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etna_dump_shader(fs);
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}
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#endif
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