Re: [Mesa-dev] How difficult would it be to have debugging information for Jitted code show up?

2014-11-14 Thread Steven Stewart-Gallus
This issue isn't totally just that. LIBGL_ALWAYS_SOFTWARE=true mode does use
LLVM doesn't it? And I find profiling information trailing from a perf-foo.map
file that seems to correspond to JITted code. So, I think this is still valid
for LIBGL_ALWAYS_SOFTWARE=true mode. I was mistaken for unset
LIBGL_ALWAYS_SOFTWARE though I think.
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Re: [Mesa-dev] How difficult would it be to have debugging information for Jitted code show up?

2014-11-14 Thread Steven Stewart-Gallus
Hello,

This would be a tough task then. However, all I really want are symbol
names.  Having source level debugging would be really cool but not
something I would actually use that much.  Even just having a basic
outline of the code would be nice.  In fact, I'd imagine it'd be
easiest and best if simply the fixed function code was labelled with a
few symbol names that would let me understand the broad strokes of the
code.  Also for some reason I can't seem to view the assembly of the
JITted code.  Maybe I'm missing a special option for perf to record
JITted code, or it just lacks the functionality or maybe something has
to be done to notify profilers about it (similar to how Valgrind and
such need to be notified about JITted code.)

Thank you,
Steven Stewart-Gallus
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Re: [Mesa-dev] How difficult would it be to have debugging information for Jitted code show up?

2014-11-13 Thread Steven Stewart-Gallus
But my distribution does build Mesa with debugging symbols. I have the package
libgl1-mesa-dri-dbg installed which gives me debugging symbols such as
drm_intel_bo_wait_rendering and drm_intel_bo_subdata. I assume I don't have is
debugging information for JITted code although maybe the problem is a bug in
perf (they've had problems with artificial intrinsics before.) Please assume I
have at least the small quantity of intelligence needed to have installed the
debugging symbols for the library I a. But tell me, what do you see when you
profile glxgears with perf?

Thank you,
Steven Stewart-Gallus
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Re: [Mesa-dev] How difficult would it be to have debugging information for Jitted code show up?

2014-11-12 Thread Steven Stewart-Gallus
Okay,

| glxinfo
name of display: :0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.4
server glx extensions:
GLX_ARB_create_context, GLX_ARB_create_context_profile, 
GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float, 
GLX_ARB_framebuffer_sRGB, GLX_ARB_multisample, 
GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB, 
GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, 
GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, 
GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig, 
GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_swap_control
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
client glx extensions:
GLX_ARB_create_context, GLX_ARB_create_context_profile, 
GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float, 
GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample, 
GLX_EXT_create_context_es2_profile, GLX_EXT_fbconfig_packed_float, 
GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context, 
GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, 
GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, 
GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer, 
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, 
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, 
GLX_SGI_swap_control, GLX_SGI_video_sync
GLX version: 1.4
GLX extensions:
GLX_ARB_create_context, GLX_ARB_create_context_profile, 
GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float, 
GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample, 
GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB, 
GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, 
GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, 
GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer, 
GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, 
GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, 
GLX_SGI_swap_control, GLX_SGI_video_sync
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) Bay Trail 
OpenGL core profile version string: 3.3 (Core Profile) Mesa 10.1.3
OpenGL core profile shading language version string: 3.30
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
GL_3DFX_texture_compression_FXT1, GL_AMD_conservative_depth, 
GL_AMD_draw_buffers_blend, GL_AMD_performance_monitor, 
GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_trinary_minmax, 
GL_AMD_vertex_shader_layer, GL_ANGLE_texture_compression_dxt3, 
GL_ANGLE_texture_compression_dxt5, GL_APPLE_object_purgeable, 
GL_ARB_ES2_compatibility, GL_ARB_ES3_compatibility, GL_ARB_base_instance, 
GL_ARB_blend_func_extended, GL_ARB_clear_buffer_object, 
GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_debug_output, 
GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_draw_buffers, 
GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, 
GL_ARB_draw_indirect, GL_ARB_draw_instanced, 
GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions, 
GL_ARB_fragment_shader, GL_ARB_framebuffer_object, 
GL_ARB_framebuffer_sRGB, GL_ARB_get_program_binary, 
GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, 
GL_ARB_instanced_arrays, GL_ARB_internalformat_query, 
GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment, 
GL_ARB_map_buffer_range, GL_ARB_multi_draw_indirect, 
GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object, GL_ARB_point_sprite, 
GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sample_shading, 
GL_ARB_sampler_objects, GL_ARB_seamless_cube_map, 
GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding, 
GL_ARB_shader_objects, GL_ARB_shader_texture_lod, 
GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, 
GL_ARB_sync, GL_ARB_texture_buffer_object, 
GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range, 
GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map_array, 
GL_ARB_texture_float, GL_ARB_texture_gather, 
GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_multisample, 
GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels, 
GL_ARB_texture_query_lod, GL_ARB_texture_rectangle, GL_ARB_texture_rg, 
GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_storage, 
GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, 
GL_ARB_timer_query, GL_ARB_transform_feedback2, 
GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced, 
GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, 

Re: [Mesa-dev] How difficult would it be to have debugging information for Jitted code show up?

2014-11-11 Thread Steven Stewart-Gallus
I'm hoping that it would be possible to have symbol names for Jitted code to
show up for profiling tools. For example, with software rendering and examining
my code using perf utils 70% of my code is just a mysterious callstack inside
the i915 shared library that has no symbols and no source information as the
JITted code has no debug information.

Thank you,
Steven Stewart-Gallus
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[Mesa-dev] How difficult would it be to have debugging information for Jitted code show up?

2014-11-10 Thread Steven Stewart-Gallus
Hello,

Before filing a bug report, I wanted to have ask first how difficult it'd be to
have debugging information for Jitted code show up be. It occurs to me that this
probably wouldn't work for precompiled shader sources and that there's probably
not a lot of code that has been written to support this. However, LLVM obviously
has support for debugging information and as Mesa relies upon LLVM maybe most of
the hardwork has already been done? I would guess that this would be easiest for
software rendering and maybe possible, maybe not possible for the code that uses
the Intel 3D hardware abilities?

Thank you,
Steven Stewart-Gallus
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