diff options
author | Rob Clark <[email protected]> | 2013-09-06 18:21:25 -0400 |
---|---|---|
committer | Rob Clark <[email protected]> | 2013-09-14 13:31:58 -0400 |
commit | 1a42d4ee34d73cbc3e5bff3dcce5a913cd58aaba (patch) | |
tree | 83ed06325e99a8b814670662ad4d625fd450cf9a /src/gallium/drivers/freedreno/freedreno_screen.c | |
parent | 6e9c386d16b3b38be6d1496758ef983b64744844 (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.c | 1 |
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 }; |