It was useful on i965, but it's even more useful for debugging tiled
renderers.
vc4->resolve |= PIPE_CLEAR_COLOR0;
vc4->shader_rec_count++;
+
+ if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
+ vc4_flush(pctx);
}
static uint32_t
"Print during performance-related events" },
{ "norast", VC4_DEBUG_NORAST,
"Skip actual hardware execution of commands" },
+ { "always_flush", VC4_DEBUG_ALWAYS_FLUSH,
+ "Flush after each draw call" },
{ NULL }
};
#define VC4_DEBUG_SHADERDB 0x0010
#define VC4_DEBUG_PERF 0x0020
#define VC4_DEBUG_NORAST 0x0040
+#define VC4_DEBUG_ALWAYS_FLUSH 0x0080
#define VC4_MAX_MIP_LEVELS 12
#define VC4_MAX_TEXTURE_SAMPLERS 16