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/u_debug.h"
38#include "c11/threads.h"
39
40uint32_t V3D_DEBUG = 0;
41
42static const struct debug_named_value debug_control[] = {
43        { "cl",          V3D_DEBUG_CL,
44          "Dump command list during creation" },
45        { "cl_nobin",    V3D_DEBUG_CL_NO_BIN,
46          "Dump command listduring creation, excluding binary resources" },
47        { "clif",        V3D_DEBUG_CLIF,
48          "Dump command list (CLIF format) during creation", },
49        { "qpu",         V3D_DEBUG_QPU,
50          "Dump generated QPU instructions" },
51        { "vir",         V3D_DEBUG_VIR,
52          "Dump VIR during program compile" },
53        { "nir",         V3D_DEBUG_NIR,
54          "Dump NIR during program compile" },
55        { "tgsi",        V3D_DEBUG_TGSI,
56          "Dump TGSI during program compile" },
57        { "shaderdb",    V3D_DEBUG_SHADERDB,
58          "Dump program compile information for shader-db analysis" },
59        { "surface",     V3D_DEBUG_SURFACE,
60          "Print resource layout information" },
61        { "perf",        V3D_DEBUG_PERF,
62          "Print during runtime performance-related events" },
63        { "norast",      V3D_DEBUG_NORAST,
64          "Skip actual hardware execution of commands" },
65        { "fs",          V3D_DEBUG_FS,
66          "Dump fragment shaders" },
67        { "gs",          V3D_DEBUG_GS,
68          "Dump geometry shaders" },
69        { "vs",          V3D_DEBUG_VS,
70          "Dump vertex shaders" },
71        { "cs",          V3D_DEBUG_CS,
72          "Dump computer shaders" },
73        { "always_flush", V3D_DEBUG_ALWAYS_FLUSH,
74          "Flush after each draw call" },
75        { "precompile",  V3D_DEBUG_PRECOMPILE,
76          "Precompiles shader variant at shader state creation time" },
77        { "ra",          V3D_DEBUG_RA,
78          "Dump register allocation failures" },
79        { "dump_spirv",  V3D_DEBUG_DUMP_SPIRV,
80          "Dump SPIR-V code" },
81        { "tmu32",  V3D_DEBUG_TMU_32BIT,
82          "Force 32-bit precision on all TMU operations" },
83        /* This can lead to incorrect behavior for applications that do
84         * require full 32-bit precision, but can improve performance
85         * for those that don't.
86         */
87        { "tmu16",  V3D_DEBUG_TMU_16BIT,
88          "Force 16-bit precision on all TMU operations" },
89        { "noloopunroll",  V3D_DEBUG_NO_LOOP_UNROLL,
90          "Disable loop unrolling" },
91        { NULL }
92};
93
94DEBUG_GET_ONCE_FLAGS_OPTION(v3d_debug, "V3D_DEBUG", debug_control, 0)
95
96uint32_t
97v3d_debug_flag_for_shader_stage(gl_shader_stage stage)
98{
99        uint32_t flags[] = {
100                [MESA_SHADER_VERTEX] = V3D_DEBUG_VS,
101                [MESA_SHADER_TESS_CTRL] = 0,
102                [MESA_SHADER_TESS_EVAL] = 0,
103                [MESA_SHADER_GEOMETRY] = V3D_DEBUG_GS,
104                [MESA_SHADER_FRAGMENT] = V3D_DEBUG_FS,
105                [MESA_SHADER_COMPUTE] = V3D_DEBUG_CS,
106        };
107        STATIC_ASSERT(MESA_SHADER_STAGES == 6);
108        return flags[stage];
109}
110
111void
112v3d_process_debug_variable(void)
113{
114        V3D_DEBUG = debug_get_option_v3d_debug();
115
116        if (V3D_DEBUG & V3D_DEBUG_SHADERDB)
117                V3D_DEBUG |= V3D_DEBUG_NORAST;
118}
119