/* * 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/u_debug.h" #include "c11/threads.h" uint32_t V3D_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 listduring 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" }, { "shaderdb", V3D_DEBUG_SHADERDB, "Dump program compile information for shader-db analysis" }, { "surface", V3D_DEBUG_SURFACE, "Print resource layout information" }, { "perf", V3D_DEBUG_PERF, "Print during runtime performance-related events" }, { "norast", V3D_DEBUG_NORAST, "Skip actual hardware execution of commands" }, { "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" }, { "ra", V3D_DEBUG_RA, "Dump register allocation failures" }, { "dump_spirv", V3D_DEBUG_DUMP_SPIRV, "Dump SPIR-V code" }, { "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" }, { NULL } }; DEBUG_GET_ONCE_FLAGS_OPTION(v3d_debug, "V3D_DEBUG", debug_control, 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] = V3D_DEBUG_GS, [MESA_SHADER_FRAGMENT] = V3D_DEBUG_FS, [MESA_SHADER_COMPUTE] = V3D_DEBUG_CS, }; STATIC_ASSERT(MESA_SHADER_STAGES == 6); return flags[stage]; } void v3d_process_debug_variable(void) { V3D_DEBUG = debug_get_option_v3d_debug(); if (V3D_DEBUG & V3D_DEBUG_SHADERDB) V3D_DEBUG |= V3D_DEBUG_NORAST; }