vc4->last_emit_seqno = submit.seqno;
+ if (vc4_debug & VC4_DEBUG_ALWAYS_SYNC) {
+ if (!vc4_wait_seqno(vc4->screen, vc4->last_emit_seqno,
+ PIPE_TIMEOUT_INFINITE)) {
+ fprintf(stderr, "Wait failed.\n");
+ abort();
+ }
+ }
+
vc4_reset_cl(&vc4->bcl);
vc4_reset_cl(&vc4->rcl);
vc4_reset_cl(&vc4->shader_rec);
"Skip actual hardware execution of commands" },
{ "always_flush", VC4_DEBUG_ALWAYS_FLUSH,
"Flush after each draw call" },
+ { "always_sync", VC4_DEBUG_ALWAYS_SYNC,
+ "Wait for finish after each flush" },
{ NULL }
};
#define VC4_DEBUG_PERF 0x0020
#define VC4_DEBUG_NORAST 0x0040
#define VC4_DEBUG_ALWAYS_FLUSH 0x0080
+#define VC4_DEBUG_ALWAYS_SYNC 0x0100
#define VC4_MAX_MIP_LEVELS 12
#define VC4_MAX_TEXTURE_SAMPLERS 16