1/*
2 * Copyright 2003 VMware, Inc.
3 * Copyright © 2006 Intel Corporation
4 * Copyright © 2017 Broadcom
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the next
14 * paragraph) shall be included in all copies or substantial portions of the
15 * Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
22 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
23 * IN THE SOFTWARE.
24 */
25
26/**
27 * \file v3d_debug.c
28 *
29 * Support for the V3D_DEBUG environment variable, along with other
30 * miscellaneous debugging code.
31 */
32
33#include <stdlib.h>
34
35#include "common/v3d_debug.h"
36#include "util/macros.h"
37#include "util/debug.h"
38#include "c11/threads.h"
39
40uint32_t V3D_DEBUG = 0;
41
42static const struct debug_control debug_control[] = {
43        { "cl",          V3D_DEBUG_CL},
44        { "clif",        V3D_DEBUG_CLIF},
45        { "qpu",         V3D_DEBUG_QPU},
46        { "vir",         V3D_DEBUG_VIR},
47        { "nir",         V3D_DEBUG_NIR},
48        { "tgsi",        V3D_DEBUG_TGSI},
49        { "shaderdb",    V3D_DEBUG_SHADERDB},
50        { "surface",     V3D_DEBUG_SURFACE},
51        { "perf",        V3D_DEBUG_PERF},
52        { "norast",      V3D_DEBUG_NORAST},
53        { "fs",          V3D_DEBUG_FS},
54        { "vs",          V3D_DEBUG_VS},
55        { "cs",          V3D_DEBUG_CS},
56        { "always_flush", V3D_DEBUG_ALWAYS_FLUSH},
57        { "precompile",  V3D_DEBUG_PRECOMPILE},
58        { NULL,    0 }
59};
60
61uint32_t
62v3d_debug_flag_for_shader_stage(gl_shader_stage stage)
63{
64        uint32_t flags[] = {
65                [MESA_SHADER_VERTEX] = V3D_DEBUG_VS,
66                [MESA_SHADER_TESS_CTRL] = 0,
67                [MESA_SHADER_TESS_EVAL] = 0,
68                [MESA_SHADER_GEOMETRY] = 0,
69                [MESA_SHADER_FRAGMENT] = V3D_DEBUG_FS,
70                [MESA_SHADER_COMPUTE] = V3D_DEBUG_CS,
71        };
72        STATIC_ASSERT(MESA_SHADER_STAGES == 6);
73        return flags[stage];
74}
75
76static void
77v3d_process_debug_variable_once(void)
78{
79        V3D_DEBUG = parse_debug_string(getenv("V3D_DEBUG"), debug_control);
80
81        if (V3D_DEBUG & V3D_DEBUG_SHADERDB)
82                V3D_DEBUG |= V3D_DEBUG_NORAST;
83}
84
85void
86v3d_process_debug_variable(void)
87{
88        static once_flag v3d_process_debug_variable_flag = ONCE_FLAG_INIT;
89
90        call_once(&v3d_process_debug_variable_flag,
91                  v3d_process_debug_variable_once);
92}
93