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Searched refs:vc4_debug (Results 1 - 12 of 12) sorted by relevance

/third_party/mesa3d/src/gallium/drivers/vc4/
H A Dvc4_context.c161 uint32_t saved_shaderdb_flag = vc4_debug & VC4_DEBUG_SHADERDB; in vc4_context_create()
162 vc4_debug &= ~VC4_DEBUG_SHADERDB; in vc4_context_create()
205 vc4_debug |= saved_shaderdb_flag; in vc4_context_create()
H A Dvc4_screen.c75 DEBUG_GET_ONCE_FLAGS_OPTION(vc4_debug, "VC4_DEBUG", vc4_debug_options, 0)
76 uint32_t vc4_debug; variable
591 vc4_debug = debug_get_option_vc4_debug(); in vc4_screen_create()
H A Dvc4_screen.h120 extern uint32_t vc4_debug;
H A Dvc4_job.c383 if (vc4_debug & VC4_DEBUG_CL) { in vc4_job_submit()
489 if (!(vc4_debug & VC4_DEBUG_NORAST)) { in vc4_job_submit()
514 if (vc4_debug & VC4_DEBUG_ALWAYS_SYNC) { in vc4_job_submit()
H A Dvc4_bufmgr.c59 if (!(vc4_debug & VC4_DEBUG_SURFACE)) in vc4_bo_label()
553 if (unlikely(vc4_debug & VC4_DEBUG_PERF) && timeout_ns && reason) { in vc4_wait_seqno()
593 if (unlikely(vc4_debug & VC4_DEBUG_PERF) && timeout_ns && reason) { in vc4_bo_wait()
H A Dvc4_qpu_emit.c682 if (vc4_debug & VC4_DEBUG_SHADERDB) { in vc4_generate_code()
689 if (vc4_debug & VC4_DEBUG_QPU) in vc4_generate_code()
H A Dvc4_simulator.c288 if (!(vc4_debug & VC4_DEBUG_DUMP)) in vc4_dump_to_file()
388 if (vc4_debug & VC4_DEBUG_CL) { in vc4_simulator_submit_cl_ioctl()
H A Dvc4_program.c2330 if (vc4_debug & VC4_DEBUG_SHADERDB) { in vc4_shader_ntq()
2337 if (vc4_debug & VC4_DEBUG_NIR) { in vc4_shader_ntq()
2371 if (vc4_debug & VC4_DEBUG_QIR) { in vc4_shader_ntq()
2385 if (vc4_debug & VC4_DEBUG_QIR) { in vc4_shader_ntq()
2396 if (vc4_debug & VC4_DEBUG_SHADERDB) { in vc4_shader_ntq()
2433 if (vc4_debug & VC4_DEBUG_TGSI) { in vc4_shader_state_create()
2464 if (vc4_debug & VC4_DEBUG_NIR) { in vc4_shader_state_create()
2624 if ((vc4_debug & VC4_DEBUG_SHADERDB) && stage == QSTAGE_FRAG) { in vc4_get_compiled_shader()
H A Dvc4_qir_live_variables.c317 if (vc4_debug & VC4_DEBUG_SHADERDB) { in qir_calculate_live_intervals()
H A Dvc4_context.h429 if (unlikely(vc4_debug & VC4_DEBUG_PERF)) \
H A Dvc4_draw.c528 if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH) in vc4_draw_vbo()
H A Dvc4_resource.c48 if (vc4_debug & VC4_DEBUG_SURFACE) { in vc4_resource_bo_alloc()
413 if (vc4_debug & VC4_DEBUG_SURFACE) { in vc4_setup_slices()

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