| Commit message (Collapse) | Author | Age | Files | Lines |
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A V3D_DEBUG=clif file from a non-texturing .shader_test can now be
successfully run through the CLIF runner in the simulator. Now I need to
build an open source CLIF runner against the v3d DRM module.
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We need to dump each buffer's contents in order for a CLIF file, so we
need to collect all of the relocs into a buffer (such as the indirect CL
full of both uniforms and GL shader states) before we start dumping.
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A few of the upcoming changes would make the V3D_DEBUG=cl output less
readable, so let's make proper CLIF file production be under a separate
V3D_DEBUG=clif flag.
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With CLIFs, the parser will choose an address for the buffer being
created, so we need to use effectively relocations to buffers instead of
the addresses that the driver uses. This is also a whole lot more
intelligible for console output than raw addresses!
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Now all the printing happens from the same worklist processing.
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The clif dumper is going to need information about all of our BOs if we're
going to dump them for replay purposes.
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It doesn't depend on V3D_VER, since it's just calling v3d_print_group.
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I want the library's entrypoints to still be unversioned, but the actual
packet dumping needs to be per-version.
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