| /* |
| * 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 <stdlib.h> |
| |
| #include "common/v3d_debug.h" |
| #include "util/macros.h" |
| #include "util/u_debug.h" |
| #include "c11/threads.h" |
| |
| uint32_t v3d_mesa_debug = 0; |
| |
| static const struct debug_named_value debug_control[] = { |
| { "cl", V3D_DEBUG_CL, |
| "Dump command list during creation" }, |
| { "cl_nobin", V3D_DEBUG_CL_NO_BIN, |
| "Dump command list during creation, excluding binary resources" }, |
| { "clif", V3D_DEBUG_CLIF, |
| "Dump command list (CLIF format) during creation", }, |
| { "qpu", V3D_DEBUG_QPU, |
| "Dump generated QPU instructions" }, |
| { "vir", V3D_DEBUG_VIR, |
| "Dump VIR during program compile" }, |
| { "nir", V3D_DEBUG_NIR, |
| "Dump NIR during program compile" }, |
| { "tgsi", V3D_DEBUG_TGSI, |
| "Dump TGSI during program compile (v3d only)" }, |
| { "shaderdb", V3D_DEBUG_SHADERDB, |
| "Dump program compile information for shader-db analysis" }, |
| { "surface", V3D_DEBUG_SURFACE, |
| /* FIXME: evaluate to implement it on v3dv */ |
| "Print resource layout information (v3d only)" }, |
| { "perf", V3D_DEBUG_PERF, |
| "Print performance-related events during runtime" }, |
| { "norast", V3D_DEBUG_NORAST, |
| /* FIXME: evaluate to implement on v3dv*/ |
| "Skip actual hardware execution of commands (v3d only)" }, |
| { "fs", V3D_DEBUG_FS, |
| "Dump fragment shaders" }, |
| { "gs", V3D_DEBUG_GS, |
| "Dump geometry shaders" }, |
| { "vs", V3D_DEBUG_VS, |
| "Dump vertex shaders" }, |
| { "cs", V3D_DEBUG_CS, |
| "Dump computer shaders" }, |
| { "always_flush", V3D_DEBUG_ALWAYS_FLUSH, |
| "Flush after each draw call" }, |
| { "precompile", V3D_DEBUG_PRECOMPILE, |
| "Precompiles shader variant at shader state creation time (v3d only)" }, |
| { "ra", V3D_DEBUG_RA, |
| "Dump register allocation failures" }, |
| { "dump_spirv", V3D_DEBUG_DUMP_SPIRV, |
| "Dump SPIR-V code (v3dv only)" }, |
| { "tmu32", V3D_DEBUG_TMU_32BIT, |
| "Force 32-bit precision on all TMU operations" }, |
| /* This can lead to incorrect behavior for applications that do |
| * require full 32-bit precision, but can improve performance |
| * for those that don't. |
| */ |
| { "tmu16", V3D_DEBUG_TMU_16BIT, |
| "Force 16-bit precision on all TMU operations" }, |
| { "noloopunroll", V3D_DEBUG_NO_LOOP_UNROLL, |
| "Disable loop unrolling" }, |
| { "db", V3D_DEBUG_DOUBLE_BUFFER, |
| "Enable double buffer for Tile Buffer when MSAA is disabled" }, |
| #ifdef ENABLE_SHADER_CACHE |
| { "cache", V3D_DEBUG_CACHE, |
| "Print on-disk cache events (only with cache enabled)" }, |
| #endif |
| { "no_merge_jobs", V3D_DEBUG_NO_MERGE_JOBS, |
| "Don't try to merge subpasses in the same job even if they share framebuffer configuration (v3dv only)" }, |
| { NULL } |
| }; |
| |
| DEBUG_GET_ONCE_FLAGS_OPTION(v3d_debug, "V3D_DEBUG", debug_control, 0) |
| |
| bool |
| 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] = V3D_DEBUG_GS, |
| [MESA_SHADER_FRAGMENT] = V3D_DEBUG_FS, |
| [MESA_SHADER_COMPUTE] = V3D_DEBUG_CS, |
| }; |
| STATIC_ASSERT(MESA_SHADER_STAGES == 6); |
| return v3d_mesa_debug & flags[stage]; |
| } |
| |
| void |
| v3d_process_debug_variable(void) |
| { |
| v3d_mesa_debug = debug_get_option_v3d_debug(); |
| } |