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-rw-r--r--docs/envvars.html12
1 files changed, 10 insertions, 2 deletions
diff --git a/docs/envvars.html b/docs/envvars.html
index ed957bd1999..2d9a2891144 100644
--- a/docs/envvars.html
+++ b/docs/envvars.html
@@ -144,11 +144,10 @@ See the <a href="xlibdriver.html">Xlib software driver page</a> for details.
<li>bat - emit batch information</li>
<li>pix - emit messages about pixel operations</li>
<li>buf - emit messages about buffer objects</li>
- <li>reg - emit messages about regions</li>
<li>fbo - emit messages about framebuffers</li>
<li>fs - dump shader assembly for fragment shaders</li>
<li>gs - dump shader assembly for geometry shaders</li>
- <li>sync - emit messages about synchronization</li>
+ <li>sync - after sending each batch, emit a message and wait for that batch to finish rendering</li>
<li>prim - emit messages about drawing primitives</li>
<li>vert - emit messages about vertex assembly</li>
<li>dri - emit messages about the DRI interface</li>
@@ -163,9 +162,18 @@ See the <a href="xlibdriver.html">Xlib software driver page</a> for details.
<li>blorp - emit messages about the blorp operations (blits &amp; clears)</li>
<li>nodualobj - suppress generation of dual-object geometry shader code</li>
<li>optimizer - dump shader assembly to files at each optimization pass and iteration that make progress</li>
+ <li>ann - annotate IR in assembly dumps</li>
+ <li>no8 - don't generate SIMD8 fragment shader</li>
<li>vec4 - force vec4 mode in vertex shader</li>
<li>spill_fs - force spilling of all registers in the scalar backend (useful to debug spilling code)</li>
<li>spill_vec4 - force spilling of all registers in the vec4 backend (useful to debug spilling code)</li>
+ <li>cs - dump shader assembly for compute shaders</li>
+ <li>hex - print instruction hex dump with the disassembly</li>
+ <li>nocompact - disable instruction compaction</li>
+ <li>tcs - dump shader assembly for tessellation control shaders</li>
+ <li>tes - dump shader assembly for tessellation evaluation shaders</li>
+ <li>l3 - emit messages about the new L3 state during transitions</li>
+ <li>do32 - generate compute shader SIMD32 programs even if workgroup size doesn't exceed the SIMD16 limit</li>
<li>norbc - disable single sampled render buffer compression</li>
</ul>
</ul>