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vc4: Add a debug flag for waiting for sync on submit.
This is nice when you're tracking down which command list is hanging the GPU.
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3 changed files with 11 additions and 0 deletions
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@ -324,6 +324,14 @@ vc4_flush(struct pipe_context *pctx)
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vc4->last_emit_seqno = submit.seqno;
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if (vc4_debug & VC4_DEBUG_ALWAYS_SYNC) {
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if (!vc4_wait_seqno(vc4->screen, vc4->last_emit_seqno,
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PIPE_TIMEOUT_INFINITE)) {
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fprintf(stderr, "Wait failed.\n");
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abort();
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}
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}
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vc4_reset_cl(&vc4->bcl);
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vc4_reset_cl(&vc4->rcl);
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vc4_reset_cl(&vc4->shader_rec);
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@ -52,6 +52,8 @@ static const struct debug_named_value debug_options[] = {
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"Skip actual hardware execution of commands" },
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{ "always_flush", VC4_DEBUG_ALWAYS_FLUSH,
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"Flush after each draw call" },
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{ "always_sync", VC4_DEBUG_ALWAYS_SYNC,
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"Wait for finish after each flush" },
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{ NULL }
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};
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@ -37,6 +37,7 @@ struct vc4_bo;
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#define VC4_DEBUG_PERF 0x0020
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#define VC4_DEBUG_NORAST 0x0040
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#define VC4_DEBUG_ALWAYS_FLUSH 0x0080
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#define VC4_DEBUG_ALWAYS_SYNC 0x0100
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#define VC4_MAX_MIP_LEVELS 12
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#define VC4_MAX_TEXTURE_SAMPLERS 16
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