radeonsi/sqtt: cleanup si_sqtt_add_code_object a bit
Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29073>
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@@ -1043,7 +1043,7 @@ si_sqtt_add_code_object(struct si_context *sctx,
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record->pipeline_hash[0] = pipeline->code_hash;
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record->pipeline_hash[1] = pipeline->code_hash;
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for (unsigned i = 0; i < PIPE_SHADER_TYPES; i++) {
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for (unsigned i = 0; i < MESA_VULKAN_SHADER_STAGES; i++) {
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struct si_shader *shader;
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enum rgp_hardware_stages hw_stage;
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@@ -1052,7 +1052,7 @@ si_sqtt_add_code_object(struct si_context *sctx,
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continue;
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shader = &sctx->cs_shader_state.program->shader;
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hw_stage = RGP_HW_STAGE_CS;
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} else if (i != PIPE_SHADER_COMPUTE) {
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} else if (i <= PIPE_SHADER_FRAGMENT) {
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if (!sctx->shaders[i].cso || !sctx->shaders[i].current)
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continue;
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shader = sctx->shaders[i].current;
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@@ -1069,21 +1069,25 @@ si_sqtt_add_code_object(struct si_context *sctx,
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memcpy(code, shader->binary.uploaded_code, shader->binary.uploaded_code_size);
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uint64_t va = pipeline->bo->gpu_address + pipeline->offset[i];
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unsigned gl_shader_stage = tgsi_processor_to_shader_stage(i);
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record->shader_data[gl_shader_stage].hash[0] = _mesa_hash_data(code, shader->binary.uploaded_code_size);
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record->shader_data[gl_shader_stage].hash[1] = record->shader_data[gl_shader_stage].hash[0];
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record->shader_data[gl_shader_stage].code_size = shader->binary.uploaded_code_size;
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record->shader_data[gl_shader_stage].code = code;
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record->shader_data[gl_shader_stage].vgpr_count = shader->config.num_vgprs;
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record->shader_data[gl_shader_stage].sgpr_count = shader->config.num_sgprs;
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record->shader_data[gl_shader_stage].base_address = va & 0xffffffffffff;
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record->shader_data[gl_shader_stage].elf_symbol_offset = 0;
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record->shader_data[gl_shader_stage].hw_stage = hw_stage;
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record->shader_data[gl_shader_stage].is_combined = false;
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record->shader_data[gl_shader_stage].scratch_memory_size = shader->config.scratch_bytes_per_wave;
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record->shader_data[gl_shader_stage].wavefront_size = shader->wave_size;
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unsigned lds_increment = sctx->gfx_level >= GFX11 && i == MESA_SHADER_FRAGMENT ?
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1024 : sctx->screen->info.lds_encode_granularity;
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record->shader_stages_mask |= 1 << gl_shader_stage;
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memset(record->shader_data[i].rt_shader_name, 0, sizeof(record->shader_data[i].rt_shader_name));
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record->shader_data[i].hash[0] = _mesa_hash_data(code, shader->binary.uploaded_code_size);
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record->shader_data[i].hash[1] = record->shader_data[i].hash[0];
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record->shader_data[i].code_size = shader->binary.uploaded_code_size;
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record->shader_data[i].code = code;
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record->shader_data[i].vgpr_count = shader->config.num_vgprs;
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record->shader_data[i].sgpr_count = shader->config.num_sgprs;
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record->shader_data[i].base_address = va & 0xffffffffffff;
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record->shader_data[i].elf_symbol_offset = 0;
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record->shader_data[i].hw_stage = hw_stage;
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record->shader_data[i].is_combined = false;
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record->shader_data[i].scratch_memory_size = shader->config.scratch_bytes_per_wave;
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record->shader_data[i].lds_size = shader->config.lds_size * lds_increment;
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record->shader_data[i].wavefront_size = shader->wave_size;
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record->shader_stages_mask |= 1 << i;
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record->num_shaders_combined++;
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}
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