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path: root/src/gallium/drivers/r300/r300_debug.c
AgeCommit message (Collapse)Author
2010-05-14r300g: add framebuffer state debug loggingMarek Olšák
2010-05-03r300g: improve texture debug output, split into TEX and TEXALLOC flagsMarek Olšák
2010-04-29r300g: rasterizer debug loggingMarek Olšák
2010-04-26r300g: Add stats debug flag.Corbin Simpson
2010-04-18r300g: add debugging options "notiling" and "noimmd" (for testing)Marek Olšák
notiling = Disable texture tiling noimmd = Disable immediate mode (this optimization was really worth it!)
2010-03-27r300g: print errors even on non-debug buildsMarek Olšák
We really need to get these into bug reports.
2010-03-13r300g: add high quality anisotropic filtering for R5xx (disabled by default)Marek Olšák
Oh look, an undocumented feature. It's a nice tool for benchmarking texturing.
2010-01-27r300g: Remove unnecessary headers.Vinson Lee
2010-01-17r300g: move debug flags into r300_screenMarek Olšák
2009-11-01r300g: Miscellania. Avoid draw segfaults, s/true/TRUE/, etc.Corbin Simpson
Cleared out my git stash.
2009-10-21r300g: Remove unused debug flag.Corbin Simpson
2009-10-12r300g: More debug flags.Corbin Simpson
2009-10-12r300g: Surface debug.Corbin Simpson
It gets really annoying watching r300g tell me how it's filling surfaces. Or falling back during filling surfaces.
2009-10-05r300g: fix scons buildJoakim Sindholt
So I didn't touch r300compiler, but r300g now compiles after having declarations and code untangled. As nha so gently points out, we shouldn't have to do this just to comply with MSVC compilers.
2009-09-06r300g: Debug flags infrastructureNicolai Hähnle
So that debugging is no longer a full-spam-or-nothing approach, you are now supposed to set the RADEON_DEBUG environment flag just like for classic Mesa. The available debug flags are different, however. Just running an OpenGL application with RADEON_DEBUG set to an arbitrary string will print out helpful information. Everything must be compiled with -DDEBUG for any of this to work
2009-07-30r300g: Use radeon compiler for fragment programsNicolai Hähnle
This is entirely untested on R500, and needs more testing on R300.
2009-07-30r300g: Use r300compiler for vertex shadersNicolai Hähnle
2009-06-26r300-gallium: organize fragment/vertex shadersJoakim Sindholt
Appart from separating r3xx/r5xx fragment shaders, a more consistent naming scheme has been applied. From now on: r300 = all chips r3xx = R300/R400 only r5xx = R500 only This way r300_fragment_shader is the master struct, and the structs r3xx_fragment_shader and r5xx_fragment_shader inherits it.
2009-06-04r300-gallium: Improve vs debug more.Corbin Simpson
Still not showing me why my stuff's failing, but getting there.
2009-06-04r300-gallium: vs: Add negation, SUB.Corbin Simpson
Doesn't work. WTF.
2009-06-04r300: Moar vs debug.Corbin Simpson
2009-05-17r300-gallium: vs: Dupe tokens, better debug, count spurious insts.Corbin Simpson
2009-05-09r300-gallium: Start VS dumper.Corbin Simpson
2009-04-05r300-gallium: Properly interface with Draw for vert shaders.Corbin Simpson
2009-03-25r300-gallium: r300-fs: Moar.Corbin Simpson
2009-03-15r300-gallium: Fix spacing.Corbin Simpson
It was driving me crazy.
2009-03-11r300-gallium: r500-fs: More texture fixes.Corbin Simpson
2009-03-11r300-gallium: r500-fs: Add shader dumper and more tex work.Corbin Simpson