Searched refs:LP_DEBUG (Results 1 – 23 of 23) sorted by relevance
61 if (LP_DEBUG & DEBUG_FENCE) in lp_fence_create()72 if (LP_DEBUG & DEBUG_FENCE) in lp_fence_destroy()88 if (LP_DEBUG & DEBUG_FENCE) in lp_fence_signal()96 if (LP_DEBUG & DEBUG_FENCE) in lp_fence_signal()116 if (LP_DEBUG & DEBUG_FENCE) in lp_fence_wait()143 if (LP_DEBUG & DEBUG_FENCE) in lp_fence_timedwait()
106 if (LP_DEBUG & DEBUG_LINEAR2) in lp_fs_linear_run()117 if (LP_DEBUG & DEBUG_LINEAR2) in lp_fs_linear_run()156 if (LP_DEBUG & DEBUG_LINEAR2) in lp_fs_linear_run()182 if (LP_DEBUG & DEBUG_LINEAR2) in lp_fs_linear_run()202 if (LP_DEBUG & DEBUG_LINEAR) { in lp_fs_linear_run()288 if (LP_DEBUG & DEBUG_LINEAR) in lp_linear_check_variant()313 if (LP_DEBUG & DEBUG_LINEAR) in lp_linear_check_variant()320 if (LP_DEBUG & DEBUG_LINEAR) in lp_linear_check_variant()329 if (LP_DEBUG & DEBUG_LINEAR) in lp_linear_check_variant()357 if (LP_DEBUG & DEBUG_LINEAR) { in lp_linear_check_variant()
73 extern int LP_DEBUG;75 #define LP_DEBUG 0 macro83 if (LP_DEBUG & flag) in LP_DBG()
52 if (LP_DEBUG & DEBUG_TGSI && templ->type == PIPE_SHADER_IR_TGSI) { in llvmpipe_create_tcs_state()120 if (LP_DEBUG & DEBUG_TGSI) { in llvmpipe_create_tes_state()
200 if (LP_DEBUG & DEBUG_NO_FASTPATH) in llvmpipe_fs_variant_fastpath()225 if ((LP_DEBUG & DEBUG_LINEAR) || (LP_PERF & PERF_NO_SHADE)) { in llvmpipe_fs_variant_fastpath()
258 if (LP_DEBUG & DEBUG_SETUP) in lp_scene_end_rasterization()271 if (LP_DEBUG & DEBUG_SETUP) in lp_scene_end_rasterization()284 if (LP_DEBUG & DEBUG_SETUP) in lp_scene_end_rasterization()630 if (LP_DEBUG & DEBUG_SCENE) { in lp_scene_end_binning()
60 int LP_DEBUG = 0; variable832 if (LP_DEBUG & DEBUG_CACHE_STATS) in llvmpipe_destroy_screen()1008 LP_DEBUG = debug_get_flags_option("LP_DEBUG", lp_debug_flags, 0 ); in llvmpipe_create_screen()1049 screen->use_tgsi = (LP_DEBUG & DEBUG_TGSI_IR); in llvmpipe_create_screen()
240 if (LP_DEBUG & DEBUG_MEM) in lp_scene_alloc()273 if (LP_DEBUG & DEBUG_MEM) in lp_scene_alloc_aligned()
53 if (LP_DEBUG & DEBUG_TGSI && templ->type == PIPE_SHADER_IR_TGSI) { in llvmpipe_create_vs_state()
54 if (LP_DEBUG & DEBUG_TGSI && templ->type == PIPE_SHADER_IR_TGSI) { in llvmpipe_create_gs_state()
166 if (LP_DEBUG & DEBUG_LINEAR) \
47 if (LP_DEBUG & DEBUG_COUNTERS) { in lp_print_counters()
671 if (LP_DEBUG & DEBUG_COUNTERS) { in generate_setup_variant()747 if (LP_DEBUG & DEBUG_COUNTERS) { in generate_setup_variant()
299 if (LP_DEBUG & DEBUG_TGSI) { in llvmpipe_fs_variant_linear_llvm()
523 if ((LP_DEBUG & DEBUG_CS) || (gallivm_debug & GALLIVM_DEBUG_IR)) { in llvmpipe_remove_cs_shader_variant()777 if ((LP_DEBUG & DEBUG_CS) || (gallivm_debug & GALLIVM_DEBUG_IR)) { in generate_variant()840 if (LP_DEBUG & DEBUG_CS) { in llvmpipe_update_cs()
80 if (LP_DEBUG & DEBUG_SETUP) in lp_setup_get_empty_scene()320 if (LP_DEBUG & DEBUG_SCENE) { in set_scene_state()
3701 if ((LP_DEBUG & DEBUG_FS) || (gallivm_debug & GALLIVM_DEBUG_IR)) { in generate_variant()3743 if (LP_DEBUG & DEBUG_LINEAR) { in generate_variant()3875 if (LP_DEBUG & DEBUG_TGSI && templ->type == PIPE_SHADER_IR_TGSI) { in llvmpipe_create_fs_state()3931 if ((LP_DEBUG & DEBUG_FS) || (gallivm_debug & GALLIVM_DEBUG_IR)) { in llvmpipe_remove_shader_variant()4399 if (LP_DEBUG & DEBUG_FS) { in llvmpipe_update_fs()
1024 if (LP_DEBUG & DEBUG_NO_FASTPATH) in rasterize_bin()
395 if ((LP_DEBUG & DEBUG_ACCURATE_A0) && in do_triangle_ccw()
8 You can translate GLSL/ARB fairly easily via llvmpipe (LP_DEBUG=tgsi). I don't know the
85 .. envvar:: LP_DEBUG <flags> (0x0)
534 :envvar:`LP_DEBUG`
1951 - llvmpipe: dump fragment shader ir and asm when LP_DEBUG=fs