/* * Copyright 2003 VMware, Inc. * Copyright © 2006 Intel Corporation * Copyright © 2017 Broadcom * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** * \file v3d_debug.c * * Support for the V3D_DEBUG environment variable, along with other * miscellaneous debugging code. */ #include #include "common/v3d_debug.h" #include "util/macros.h" #include "util/debug.h" #include "c11/threads.h" uint32_t V3D_DEBUG = 0; static const struct debug_control debug_control[] = { { "cl", V3D_DEBUG_CL}, { "clif", V3D_DEBUG_CLIF}, { "qpu", V3D_DEBUG_QPU}, { "vir", V3D_DEBUG_VIR}, { "nir", V3D_DEBUG_NIR}, { "tgsi", V3D_DEBUG_TGSI}, { "shaderdb", V3D_DEBUG_SHADERDB}, { "surface", V3D_DEBUG_SURFACE}, { "perf", V3D_DEBUG_PERF}, { "norast", V3D_DEBUG_NORAST}, { "fs", V3D_DEBUG_FS}, { "vs", V3D_DEBUG_VS}, { "cs", V3D_DEBUG_CS}, { "always_flush", V3D_DEBUG_ALWAYS_FLUSH}, { "precompile", V3D_DEBUG_PRECOMPILE}, { NULL, 0 } }; uint32_t v3d_debug_flag_for_shader_stage(gl_shader_stage stage) { uint32_t flags[] = { [MESA_SHADER_VERTEX] = V3D_DEBUG_VS, [MESA_SHADER_TESS_CTRL] = 0, [MESA_SHADER_TESS_EVAL] = 0, [MESA_SHADER_GEOMETRY] = 0, [MESA_SHADER_FRAGMENT] = V3D_DEBUG_FS, [MESA_SHADER_COMPUTE] = V3D_DEBUG_CS, }; STATIC_ASSERT(MESA_SHADER_STAGES == 6); return flags[stage]; } static void v3d_process_debug_variable_once(void) { V3D_DEBUG = parse_debug_string(getenv("V3D_DEBUG"), debug_control); if (V3D_DEBUG & V3D_DEBUG_SHADERDB) V3D_DEBUG |= V3D_DEBUG_NORAST; } void v3d_process_debug_variable(void) { static once_flag v3d_process_debug_variable_flag = ONCE_FLAG_INIT; call_once(&v3d_process_debug_variable_flag, v3d_process_debug_variable_once); }