brw,anv: use XML-based stats
I didn't bother switching either iris or elk/hasvk but one could. Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37517>
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@@ -121,4 +121,63 @@
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<stat name="SMEM">Number of SMEM instructions</stat>
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<stat name="VOPD" more="better">Number of VOPD instructions</stat>
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</isa>
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<family name="Intel">
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<isa name="GenISA">
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<stat name="Dispatch width" hidden="true">0 for vec4</stat>
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<stat name="Max polygons" hidden="true"/>
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<stat name="Instruction Count" display="Instrs">
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Number of GEN instructions in the final generated shader executable.
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</stat>
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<stat name="SEND Count" display="Send messages">
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Number of instructions in the final generated shader executable
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which access external units such as the constant cache or the sampler.
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</stat>
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<stat name="Loop Count" display="Loop count">
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Number of loops (not unrolled) in the final generated shader
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executable.
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</stat>
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<stat name="Cycle Count" display="Cycle count">
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Estimate of the number of EU cycles required to execute the final
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generated executable. This is an estimate only and may vary greatly
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from actual run-time performance.
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</stat>
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<stat name="Spill Count" display="Spill count">
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Number of scratch spill operations. This gives a rough estimate of
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the cost incurred due to spilling temporary values to memory. If
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this is non-zero, you may want to adjust your shader to reduce
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register pressure.
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</stat>
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<stat name="Fill Count" display="Fill count">
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Number of scratch fill operations. This gives a rough estimate of
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the cost incurred due to spilling temporary values to memory. If
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this is non-zero, you may want to adjust your shader to reduce
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register pressure.
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</stat>
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<stat name="Scratch Memory Size">
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Number of bytes of scratch memory required by the generated shader
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executable. If this is non-zero, you may want to adjust your shader
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to reduce register pressure.
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</stat>
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<stat name="GRF registers">
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Number of GRF registers required by the shader.
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</stat>
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<stat name="Max dispatch width" more="better">
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Largest SIMD dispatch width.
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</stat>
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<stat name="Max live registers">
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Maximum number of registers used across the entire shader.
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</stat>
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<stat name="Workgroup Memory Size">
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Number of bytes of workgroup shared memory used by this shader
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including any padding.
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</stat>
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<stat name="Non SSA regs after NIR">
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Non SSA regs after NIR translation to BRW.
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</stat>
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<stat name="Source hash" hash="true">
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Hash generated from shader source.
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</stat>
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</isa>
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</family>
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</shaderdb>
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