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When debugging a game that compiles a ton of shaders at beginning, it can be very very slow because shaders cache was disabled by default with RADV_DEBUG=hang. To make debugging such a game faster, let's cache shaders with RADV_DEBUG=hang. Note that only the backend IR (ACO or LLVM) and the disassembly are stored in the cache. To get SPIR-V and NIR, you might need RADV_DEBUG=hang,nocache. This also handles the trap handler. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32246> |
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| amd | ||
| freedreno | ||
| panfrost | ||
| anv.rst | ||
| asahi.rst | ||
| d3d12.rst | ||
| freedreno.rst | ||
| lima.rst | ||
| llvmpipe.rst | ||
| nvk.rst | ||
| panfrost.rst | ||
| powervr.rst | ||
| radv.rst | ||
| svga3d.rst | ||
| v3d.rst | ||
| vc4.rst | ||
| venus.rst | ||
| virgl.rst | ||
| zink.rst | ||