Sometimes sched changes that are a win in terms of instruction count and/or register pressure, are worse in real life, due to keeping varying storage locked for too long. Add a shader-db stat to give this more visibility. Signed-off-by: Rob Clark <robdclark@chromium.org>master
| int ret = emit[opc_cat(instr->opc)](instr, dwords, info); | int ret = emit[opc_cat(instr->opc)](instr, dwords, info); | ||||
| if (ret) | if (ret) | ||||
| goto fail; | goto fail; | ||||
| if ((instr->opc == OPC_BARY_F) && (instr->regs[0]->flags & IR3_REG_EI)) | |||||
| info->last_baryf = info->instrs_count; | |||||
| info->instrs_count += 1 + instr->repeat + instr->nop; | info->instrs_count += 1 + instr->repeat + instr->nop; | ||||
| info->nops_count += instr->nop; | info->nops_count += instr->nop; | ||||
| if (instr->opc == OPC_NOP) | if (instr->opc == OPC_NOP) |
| /* number of sync bits: */ | /* number of sync bits: */ | ||||
| uint16_t ss, sy; | uint16_t ss, sy; | ||||
| uint16_t last_baryf; /* instruction # of last varying fetch */ | |||||
| }; | }; | ||||
| struct ir3_register { | struct ir3_register { |
| pipe_debug_message(debug, SHADER_INFO, | pipe_debug_message(debug, SHADER_INFO, | ||||
| "%s shader: %u inst, %u nops, %u non-nops, %u dwords, " | "%s shader: %u inst, %u nops, %u non-nops, %u dwords, " | ||||
| "%u half, %u full, %u constlen, " | |||||
| "%u last-baryf, %u half, %u full, %u constlen, " | |||||
| "%u (ss), %u (sy), %d max_sun, %d loops\n", | "%u (ss), %u (sy), %d max_sun, %d loops\n", | ||||
| ir3_shader_stage(v), | ir3_shader_stage(v), | ||||
| v->info.instrs_count, | v->info.instrs_count, | ||||
| v->info.nops_count, | v->info.nops_count, | ||||
| v->info.instrs_count - v->info.nops_count, | v->info.instrs_count - v->info.nops_count, | ||||
| v->info.sizedwords, | v->info.sizedwords, | ||||
| v->info.last_baryf, | |||||
| v->info.max_half_reg + 1, | v->info.max_half_reg + 1, | ||||
| v->info.max_reg + 1, | v->info.max_reg + 1, | ||||
| v->constlen, | v->constlen, |