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