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authorEric Anholt <[email protected]>2018-12-19 17:22:41 -0800
committerEric Anholt <[email protected]>2018-12-29 13:52:09 -0800
commit87b251a94082fbc386a65670b1748daa7b44c00f (patch)
tree47da33470914ee2b4e24d6edc4379ce5587916c5 /src/broadcom
parent9ec6a3d621cbf928fc330bc23fea99f2c3cbe3bd (diff)
v3d: Add a "precompile" debug flag for shader-db.
I've been using my apitrace-based shader-db so far, but it's slow (apitrace decompression), intrusive (apitrace windows spamming the screen), and doesn't have much coverage. The original shader-db provides a lot more coverage and compiles faster, at the expense of not having the actual runtime variant key. As v3d has a lot less runtime variation than vc4 did, this tradeoff makes more sense.
Diffstat (limited to 'src/broadcom')
-rw-r--r--src/broadcom/common/v3d_debug.c1
-rw-r--r--src/broadcom/common/v3d_debug.h1
2 files changed, 2 insertions, 0 deletions
diff --git a/src/broadcom/common/v3d_debug.c b/src/broadcom/common/v3d_debug.c
index 97404448e58..4a20dd26e41 100644
--- a/src/broadcom/common/v3d_debug.c
+++ b/src/broadcom/common/v3d_debug.c
@@ -54,6 +54,7 @@ static const struct debug_control debug_control[] = {
{ "vs", V3D_DEBUG_VS},
{ "cs", V3D_DEBUG_CS},
{ "always_flush", V3D_DEBUG_ALWAYS_FLUSH},
+ { "precompile", V3D_DEBUG_PRECOMPILE},
{ NULL, 0 }
};
diff --git a/src/broadcom/common/v3d_debug.h b/src/broadcom/common/v3d_debug.h
index d9f5255e216..83c368e35e9 100644
--- a/src/broadcom/common/v3d_debug.h
+++ b/src/broadcom/common/v3d_debug.h
@@ -55,6 +55,7 @@ extern uint32_t V3D_DEBUG;
#define V3D_DEBUG_NORAST (1 << 11)
#define V3D_DEBUG_ALWAYS_FLUSH (1 << 12)
#define V3D_DEBUG_CLIF (1 << 13)
+#define V3D_DEBUG_PRECOMPILE (1 << 14)
#ifdef HAVE_ANDROID_PLATFORM
#define LOG_TAG "BROADCOM-MESA"