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Double buffer mode splits the tile buffer size in half so we can start processing the next tile while the current one is being stored to memory. This mode is available only if MSAA is not enabled and can, in theory, improve performance by reducing tile store overhead, however, it comes at the cost of reducing the tile size, which also causes some overhead of its own. Testing shows that this helps some cases (i.e the Vulkan Quake ports) but hurts others (i.e. Unreal Engine 4), so for the time being we don't enable this by default but we allow to enable it selectively by using V3D_DEBUG. Reviewed-by: Juan A. Suarez <jasuarez@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14551>
97 lines
3.4 KiB
C
97 lines
3.4 KiB
C
/*
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* Copyright 2003 VMware, Inc.
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* Copyright © 2007 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial
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* portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
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* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef MESA_V3D_DEBUG_H
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#define MESA_V3D_DEBUG_H
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#include <stdint.h>
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#include "compiler/shader_enums.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \file v3d_debug.h
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*
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* Basic V3D_DEBUG environment variable handling. This file defines the
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* list of debugging flags, as well as some macros for handling them.
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*/
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extern uint32_t V3D_DEBUG;
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#define V3D_DEBUG_SHADERDB (1 << 0)
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#define V3D_DEBUG_TGSI (1 << 1)
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#define V3D_DEBUG_NIR (1 << 2)
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#define V3D_DEBUG_VIR (1 << 3)
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#define V3D_DEBUG_QPU (1 << 4)
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#define V3D_DEBUG_FS (1 << 5)
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#define V3D_DEBUG_GS (1 << 6)
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#define V3D_DEBUG_VS (1 << 7)
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#define V3D_DEBUG_CS (1 << 8)
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#define V3D_DEBUG_CL (1 << 9)
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#define V3D_DEBUG_SURFACE (1 << 10)
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#define V3D_DEBUG_PERF (1 << 11)
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#define V3D_DEBUG_NORAST (1 << 12)
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#define V3D_DEBUG_ALWAYS_FLUSH (1 << 13)
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#define V3D_DEBUG_CLIF (1 << 14)
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#define V3D_DEBUG_PRECOMPILE (1 << 15)
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#define V3D_DEBUG_RA (1 << 16)
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#define V3D_DEBUG_DUMP_SPIRV (1 << 17)
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#define V3D_DEBUG_TMU_32BIT (1 << 18)
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#define V3D_DEBUG_TMU_16BIT (1 << 19)
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#define V3D_DEBUG_NO_LOOP_UNROLL (1 << 20)
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#define V3D_DEBUG_CL_NO_BIN (1 << 21)
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#define V3D_DEBUG_DOUBLE_BUFFER (1 << 22)
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#define V3D_DEBUG_SHADERS (V3D_DEBUG_TGSI | V3D_DEBUG_NIR | \
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V3D_DEBUG_VIR | V3D_DEBUG_QPU | \
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V3D_DEBUG_FS | V3D_DEBUG_GS | \
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V3D_DEBUG_VS | V3D_DEBUG_CS | \
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V3D_DEBUG_RA)
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#ifdef HAVE_ANDROID_PLATFORM
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#define LOG_TAG "BROADCOM-MESA"
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#if ANDROID_API_LEVEL >= 26
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#include <log/log.h>
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#else
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#include <cutils/log.h>
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#endif /* use log/log.h start from android 8 major version */
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#ifndef ALOGW
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#define ALOGW LOGW
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#endif
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#define dbg_printf(...) ALOGW(__VA_ARGS__)
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#else
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#define dbg_printf(...) fprintf(stderr, __VA_ARGS__)
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#endif /* HAVE_ANDROID_PLATFORM */
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extern uint32_t v3d_debug_flag_for_shader_stage(gl_shader_stage stage);
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extern void v3d_process_debug_variable(void);
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#ifdef __cplusplus
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}
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#endif
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#endif /* V3D_DEBUG_H */
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