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path: root/tools/etnaviv_gdb.py
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2013-09-08tools: fix word size in etnaviv_gdbWladimir J. van der Laan
There was an error when using gpu-trace on 64 bit host systems
2013-09-04tools: don't show INST_MEMs in normal state dumpWladimir J. van der Laan
Makes state dumps somewhat more readable.
2013-08-04tools: fix etnaviv_gdb module loadWladimir J. van der Laan
A syntax error snuck in. Also add beginnings of a gpu-inspect tool to inspect etna resource contents. This is very primitive right now (used it to debug a blitter issue) so don't add it to docs yet.
2013-08-03tools: add output to file option to gdb gpu-traceWladimir J. van der Laan
2013-08-01tools: improve gpu-traceWladimir J. van der Laan
Use our old friend memcpy() to make temporary copy of command buffer memory in client process. No longer needs cooporation from target, which means the hacky _viv_read_u32 can be removed again. An added advantage is that this is *much* faster.
2013-07-31tools: add gpu-trace gdb commandWladimir J. van der Laan
This command traces and dumps all submitted command buffers, along with the physcial address of each command. This should come in handy for searching back the physical address that the rendering is stuck on according to the kernel.
2013-07-29fb_rawshader: fix compile warningsWladimir J. van der Laan
2013-07-28driver: implement CMP instructionWladimir J. van der Laan
New instruction works, but found an restriction in the ISA: - it is not allowed to use multiple uniforms in one instruction. If this is done the result is undefined, so need to work around this by using a temporary.
2013-07-27tools: don't autorepeat etnaviv gdb commandsWladimir J. van der Laan
2013-07-27tools: add etnaviv_gdb pluginWladimir J. van der Laan
GDB plugin for etnaviv driver debugging. This needs gdb 7.5+ to work. usage (from gdb): source /path/to/etnaviv_gdb.py Commands: gpu-state (prefix|uniforms) Show full GPU state (default) or only registers with a certain prefix. The special prefix 'uniforms' shows only the shader uniforms. gpu-dis Disassemble the current shaders.