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authorRob Clark <[email protected]>2013-09-06 18:21:25 -0400
committerRob Clark <[email protected]>2013-09-14 13:31:58 -0400
commit1a42d4ee34d73cbc3e5bff3dcce5a913cd58aaba (patch)
tree83ed06325e99a8b814670662ad4d625fd450cf9a /src/gallium/drivers/freedreno/freedreno_screen.c
parent6e9c386d16b3b38be6d1496758ef983b64744844 (diff)
freedreno/a3xx: use INDIRECT state load for shaders
With a debug option to force DIRECT (mainly to make it easier for capturing cmdstream dumps). Using INDIRECT for large shaders at least makes a noticable reduction in CPU load, which helps for CPU limited games. Signed-off-by: Rob Clark <[email protected]>
Diffstat (limited to 'src/gallium/drivers/freedreno/freedreno_screen.c')
-rw-r--r--src/gallium/drivers/freedreno/freedreno_screen.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/gallium/drivers/freedreno/freedreno_screen.c b/src/gallium/drivers/freedreno/freedreno_screen.c
index 7412e3dca96..eada1af9892 100644
--- a/src/gallium/drivers/freedreno/freedreno_screen.c
+++ b/src/gallium/drivers/freedreno/freedreno_screen.c
@@ -61,6 +61,7 @@ static const struct debug_named_value debug_options[] = {
{"dclear", FD_DBG_DCLEAR, "Mark all state dirty after clear"},
{"dgmem", FD_DBG_DGMEM, "Mark all state dirty after GMEM tile pass"},
{"dscis", FD_DBG_DSCIS, "Disable scissor optimization"},
+ {"direct", FD_DBG_DIRECT, "Force inline (SS_DIRECT) state loads"},
DEBUG_NAMED_VALUE_END
};