This INTEL_DEBUG option disables lossless compression (also known
as render buffer compression).
v2: (Matt) Use likely(!lossless_compression_disabled) instead of
!likely(lossless_compression_disabled)
(Grazvydas) Update docs/envvars.html
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
<li>vec4 - force vec4 mode in vertex shader</li>
<li>spill_fs - force spilling of all registers in the scalar backend (useful to debug spilling code)</li>
<li>spill_vec4 - force spilling of all registers in the vec4 backend (useful to debug spilling code)</li>
+ <li>norbc - disable single sampled render buffer compression</li>
</ul>
</ul>
{ "tes", DEBUG_TES },
{ "l3", DEBUG_L3 },
{ "do32", DEBUG_DO32 },
+ { "norbc", DEBUG_NO_RBC },
{ NULL, 0 }
};
#define DEBUG_TES (1ull << 37)
#define DEBUG_L3 (1ull << 38)
#define DEBUG_DO32 (1ull << 39)
+#define DEBUG_NO_RBC (1ull << 40)
#ifdef HAVE_ANDROID_PLATFORM
#define LOG_TAG "INTEL-MESA"
* single-sampled buffers. Disabling compression allows us to skip
* resolves.
*/
+ const bool lossless_compression_disabled = INTEL_DEBUG & DEBUG_NO_RBC;
const bool is_lossless_compressed =
+ unlikely(!lossless_compression_disabled) &&
brw->gen >= 9 && !mt->is_scanout &&
intel_miptree_supports_lossless_compressed(brw, mt);