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>
This commit is contained in:
Alyssa Rosenzweig
2025-09-22 13:00:49 -04:00
committed by Marge Bot
parent b575b0954a
commit c2ae207e80
13 changed files with 116 additions and 192 deletions
+59
View File
@@ -121,4 +121,63 @@
<stat name="SMEM">Number of SMEM instructions</stat>
<stat name="VOPD" more="better">Number of VOPD instructions</stat>
</isa>
<family name="Intel">
<isa name="GenISA">
<stat name="Dispatch width" hidden="true">0 for vec4</stat>
<stat name="Max polygons" hidden="true"/>
<stat name="Instruction Count" display="Instrs">
Number of GEN instructions in the final generated shader executable.
</stat>
<stat name="SEND Count" display="Send messages">
Number of instructions in the final generated shader executable
which access external units such as the constant cache or the sampler.
</stat>
<stat name="Loop Count" display="Loop count">
Number of loops (not unrolled) in the final generated shader
executable.
</stat>
<stat name="Cycle Count" display="Cycle count">
Estimate of the number of EU cycles required to execute the final
generated executable. This is an estimate only and may vary greatly
from actual run-time performance.
</stat>
<stat name="Spill Count" display="Spill count">
Number of scratch spill operations. This gives a rough estimate of
the cost incurred due to spilling temporary values to memory. If
this is non-zero, you may want to adjust your shader to reduce
register pressure.
</stat>
<stat name="Fill Count" display="Fill count">
Number of scratch fill operations. This gives a rough estimate of
the cost incurred due to spilling temporary values to memory. If
this is non-zero, you may want to adjust your shader to reduce
register pressure.
</stat>
<stat name="Scratch Memory Size">
Number of bytes of scratch memory required by the generated shader
executable. If this is non-zero, you may want to adjust your shader
to reduce register pressure.
</stat>
<stat name="GRF registers">
Number of GRF registers required by the shader.
</stat>
<stat name="Max dispatch width" more="better">
Largest SIMD dispatch width.
</stat>
<stat name="Max live registers">
Maximum number of registers used across the entire shader.
</stat>
<stat name="Workgroup Memory Size">
Number of bytes of workgroup shared memory used by this shader
including any padding.
</stat>
<stat name="Non SSA regs after NIR">
Non SSA regs after NIR translation to BRW.
</stat>
<stat name="Source hash" hash="true">
Hash generated from shader source.
</stat>
</isa>
</family>
</shaderdb>