I've been using my apitrace-based shader-db so far, but it's slow (apitrace decompression), intrusive (apitrace windows spamming the screen), and doesn't have much coverage. The original shader-db provides a lot more coverage and compiles faster, at the expense of not having the actual runtime variant key. As v3d has a lot less runtime variation than vc4 did, this tradeoff makes more sense. |
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| .. | ||
| v3d_cpu_tiling.h | ||
| v3d_debug.c | ||
| v3d_debug.h | ||
| v3d_device_info.h | ||
| v3d_macros.h | ||