mesa: Add performance debug for meta code.
I noticed a fallback in regnum through sysprof, and wanted a nicer way to get information about it. Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -3048,16 +3048,33 @@ _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
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GLenum status;
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/* check for fallbacks */
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if (!ctx->Extensions.EXT_framebuffer_object ||
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target == GL_TEXTURE_3D ||
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if (!ctx->Extensions.EXT_framebuffer_object) {
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_mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
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"glGenerateMipmap() without FBOs\n");
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return GL_TRUE;
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}
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if (target == GL_TEXTURE_3D ||
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target == GL_TEXTURE_1D_ARRAY ||
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target == GL_TEXTURE_2D_ARRAY) {
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_mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
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"glGenerateMipmap() to %s target\n",
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_mesa_lookup_enum_by_nr(target));
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return GL_TRUE;
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}
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srcLevel = texObj->BaseLevel;
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baseImage = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
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if (!baseImage || _mesa_is_format_compressed(baseImage->TexFormat)) {
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if (!baseImage) {
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_mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
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"glGenerateMipmap() couldn't find base teximage\n");
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return GL_TRUE;
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}
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if (_mesa_is_format_compressed(baseImage->TexFormat)) {
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_mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
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"glGenerateMipmap() with %s format\n",
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_mesa_get_format_name(baseImage->TexFormat));
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return GL_TRUE;
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}
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@@ -3067,6 +3084,9 @@ _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
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* texture sample conversion. So we won't be able to generate the
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* right colors when rendering. Need to use a fallback.
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*/
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_mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
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"glGenerateMipmap() of sRGB texture without "
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"sRGB decode\n");
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return GL_TRUE;
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}
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@@ -3103,6 +3123,8 @@ _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target,
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_mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
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_mesa_perf_debug(ctx, MESA_DEBUG_SEVERITY_HIGH,
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"glGenerateMipmap() got incomplete FBO\n");
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return GL_TRUE;
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}
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@@ -73,6 +73,16 @@ _mesa_gl_debug(struct gl_context *ctx,
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enum mesa_debug_severity severity,
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const char *fmtString, ...) PRINTFLIKE(5, 6);
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#define _mesa_perf_debug(ctx, sev, ...) do { \
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static GLuint msg_id = 0; \
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if (unlikely(ctx->Const.ContextFlags & GL_CONTEXT_FLAG_DEBUG_BIT)) { \
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_mesa_gl_debug(ctx, &msg_id, \
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MESA_DEBUG_TYPE_PERFORMANCE, \
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sev, \
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__VA_ARGS__); \
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} \
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} while (0)
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extern void
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_mesa_shader_debug(struct gl_context *ctx, GLenum type, GLuint *id,
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const char *msg, int len);
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