Searched refs:V3D_DEBUG (Results 1 – 25 of 27) sorted by relevance
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40 uint32_t V3D_DEBUG = 0; variable124 V3D_DEBUG = debug_get_option_v3d_debug(); in v3d_process_debug_variable()
42 extern uint32_t V3D_DEBUG;
105 if (unlikely(V3D_DEBUG & V3D_DEBUG_TMU_16BIT)) in v3d_get_tex_return_size()108 if (unlikely(V3D_DEBUG & V3D_DEBUG_TMU_32BIT)) in v3d_get_tex_return_size()
362 unlikely(V3D_DEBUG & V3D_DEBUG_DOUBLE_BUFFER) && !job->msaa; in v3d_get_job()433 if (!(unlikely(V3D_DEBUG & (V3D_DEBUG_CL | in v3d_clif_dump()440 V3D_DEBUG & (V3D_DEBUG_CL | in v3d_clif_dump()442 V3D_DEBUG & V3D_DEBUG_CL_NO_BIN); in v3d_clif_dump()555 if (!(unlikely(V3D_DEBUG & V3D_DEBUG_NORAST))) { in v3d_job_submit()
341 uint32_t saved_shaderdb_flag = V3D_DEBUG & V3D_DEBUG_SHADERDB; in v3d_context_create()342 V3D_DEBUG &= ~V3D_DEBUG_SHADERDB; in v3d_context_create()397 V3D_DEBUG |= saved_shaderdb_flag; in v3d_context_create()
127 if (unlikely(V3D_DEBUG & V3D_DEBUG_CACHE)) { in v3d_disk_cache_retrieve()208 if (unlikely(V3D_DEBUG & V3D_DEBUG_CACHE)) { in v3d_disk_cache_store()
300 if (unlikely(V3D_DEBUG & V3D_DEBUG_TGSI)) { in v3d_uncompiled_shader_create()331 if (unlikely(V3D_DEBUG & (V3D_DEBUG_NIR | in v3d_uncompiled_shader_create()340 if (unlikely(V3D_DEBUG & V3D_DEBUG_PRECOMPILE)) in v3d_uncompiled_shader_create()
648 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
474 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF) && timeout_ns && reason) { in v3d_bo_wait()
1311 if (unlikely(V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH)) in v3d_draw_vbo()1473 if (!(unlikely(V3D_DEBUG & V3D_DEBUG_NORAST))) { in v3d_launch_grid()
483 unlikely(V3D_DEBUG & V3D_DEBUG_DOUBLE_BUFFER) && !msaa; in v3d_tlb_blit()
44 if (!(unlikely(V3D_DEBUG & V3D_DEBUG_SURFACE))) in v3d_debug_resource_layout()
84 if (unlikely(V3D_DEBUG & V3D_DEBUG_TMU_16BIT)) in v3dv_get_tex_return_size()87 if (unlikely(V3D_DEBUG & V3D_DEBUG_TMU_32BIT)) in v3dv_get_tex_return_size()
441 if (unlikely(V3D_DEBUG & V3D_DEBUG_DUMP_SPIRV) && stage->module->nir == NULL) in shader_module_compile_to_nir()459 if (unlikely(V3D_DEBUG & V3D_DEBUG_SHADERDB) && stage->module->nir == NULL) { in shader_module_compile_to_nir()465 if (unlikely(V3D_DEBUG & (V3D_DEBUG_NIR | in shader_module_compile_to_nir()746 if (unlikely(V3D_DEBUG & V3D_DEBUG_TMU_16BIT)) in lower_tex_src_to_offset()748 else if (unlikely(V3D_DEBUG & V3D_DEBUG_TMU_32BIT)) in lower_tex_src_to_offset()1652 if (unlikely(V3D_DEBUG & (V3D_DEBUG_NIR | in pipeline_compile_shader_variant()3085 if (unlikely(V3D_DEBUG & V3D_DEBUG_SHADERS)) in v3dv_CreateGraphicsPipelines()3111 if (unlikely(V3D_DEBUG & V3D_DEBUG_SHADERS)) in v3dv_CreateGraphicsPipelines()3325 if (unlikely(V3D_DEBUG & V3D_DEBUG_SHADERS)) in v3dv_CreateComputePipelines()3350 if (unlikely(V3D_DEBUG & V3D_DEBUG_SHADERS)) in v3dv_CreateComputePipelines()
40 if (!(unlikely(V3D_DEBUG & (V3D_DEBUG_CL | in v3dv_clif_dump()47 V3D_DEBUG & (V3D_DEBUG_CL | in v3dv_clif_dump()49 V3D_DEBUG & V3D_DEBUG_CL_NO_BIN); in v3dv_clif_dump()
314 if (unlikely(V3D_DEBUG & V3D_DEBUG_CACHE)) { in v3dv_pipeline_cache_search_for_pipeline()483 if (unlikely(V3D_DEBUG & V3D_DEBUG_CACHE)) { in pipeline_cache_upload_shared_data()
345 bool double_buffer = (V3D_DEBUG & V3D_DEBUG_DOUBLE_BUFFER) && !msaa; in subpass_get_granularity()
106 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
381 unlikely(V3D_DEBUG & V3D_DEBUG_DOUBLE_BUFFER) && !msaa; in job_compute_frame_tiling()713 if (unlikely(V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH)) in v3dv_job_init()
861 device->options.merge_jobs = !(V3D_DEBUG & V3D_DEBUG_NO_MERGE_JOBS); in physical_device_init()
580 c->disable_loop_unrolling = V3D_DEBUG & V3D_DEBUG_NO_LOOP_UNROLL in vir_compile_init()1798 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) in v3d_compile()1846 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) { in v3d_compile()1877 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF) && in v3d_compile()1913 if (V3D_DEBUG & V3D_DEBUG_SHADERDB) in v3d_compile()
433 if (V3D_DEBUG & (V3D_DEBUG_QPU | in v3d_vir_to_qpu()
1315 if (_first && unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) { in f2f16_rtz()4570 if (V3D_DEBUG & (V3D_DEBUG_NIR | in v3d_nir_to_vir()4605 if (V3D_DEBUG & (V3D_DEBUG_VIR | in v3d_nir_to_vir()4627 if (V3D_DEBUG & (V3D_DEBUG_VIR | in v3d_nir_to_vir()4649 (V3D_DEBUG & V3D_DEBUG_RA)) { in v3d_nir_to_vir()4666 if (V3D_DEBUG & V3D_DEBUG_PERF) { in v3d_nir_to_vir()4693 (V3D_DEBUG & (V3D_DEBUG_VIR | in v3d_nir_to_vir()
642 :envvar:`V3D_DEBUG`643 a comma-separated list of debug options. Use `V3D_DEBUG=help` to
324 # exporting V3D_DEBUG=tmu32.