65342be3ae
This is useful in order to identify codegen issues caused by SIMD32. It doesn't currently have any effect on compute shaders since SIMD32 dispatch is only enabled for CS when it's strictly necessary to do so in order to support the workgroup size requested for the shader -- That might change in the future though when we hook up the SIMD32 heuristic to CS compilation. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
126 lines
4.1 KiB
C
126 lines
4.1 KiB
C
/*
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* Copyright 2003 VMware, Inc.
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* Copyright © 2006 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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/**
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* \file gen_debug.c
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*
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* Support for the INTEL_DEBUG environment variable, along with other
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* miscellaneous debugging code.
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*/
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#include <stdlib.h>
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#include "dev/gen_debug.h"
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#include "util/macros.h"
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#include "util/debug.h"
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#include "c11/threads.h"
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uint64_t INTEL_DEBUG = 0;
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static const struct debug_control debug_control[] = {
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{ "tex", DEBUG_TEXTURE},
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{ "state", DEBUG_STATE},
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{ "blit", DEBUG_BLIT},
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{ "mip", DEBUG_MIPTREE},
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{ "fall", DEBUG_PERF},
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{ "perf", DEBUG_PERF},
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{ "perfmon", DEBUG_PERFMON},
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{ "bat", DEBUG_BATCH},
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{ "pix", DEBUG_PIXEL},
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{ "buf", DEBUG_BUFMGR},
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{ "fbo", DEBUG_FBO},
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{ "fs", DEBUG_WM },
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{ "gs", DEBUG_GS},
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{ "sync", DEBUG_SYNC},
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{ "prim", DEBUG_PRIMS },
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{ "vert", DEBUG_VERTS },
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{ "dri", DEBUG_DRI },
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{ "sf", DEBUG_SF },
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{ "submit", DEBUG_SUBMIT },
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{ "wm", DEBUG_WM },
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{ "urb", DEBUG_URB },
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{ "vs", DEBUG_VS },
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{ "clip", DEBUG_CLIP },
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{ "shader_time", DEBUG_SHADER_TIME },
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{ "no16", DEBUG_NO16 },
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{ "blorp", DEBUG_BLORP },
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{ "nodualobj", DEBUG_NO_DUAL_OBJECT_GS },
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{ "optimizer", DEBUG_OPTIMIZER },
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{ "ann", DEBUG_ANNOTATION },
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{ "no8", DEBUG_NO8 },
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{ "no-oaconfig", DEBUG_NO_OACONFIG },
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{ "spill_fs", DEBUG_SPILL_FS },
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{ "spill_vec4", DEBUG_SPILL_VEC4 },
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{ "cs", DEBUG_CS },
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{ "hex", DEBUG_HEX },
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{ "nocompact", DEBUG_NO_COMPACTION },
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{ "hs", DEBUG_TCS },
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{ "tcs", DEBUG_TCS },
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{ "ds", DEBUG_TES },
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{ "tes", DEBUG_TES },
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{ "l3", DEBUG_L3 },
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{ "do32", DEBUG_DO32 },
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{ "norbc", DEBUG_NO_RBC },
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{ "nohiz", DEBUG_NO_HIZ },
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{ "color", DEBUG_COLOR },
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{ "reemit", DEBUG_REEMIT },
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{ "soft64", DEBUG_SOFT64 },
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{ "tcs8", DEBUG_TCS_EIGHT_PATCH },
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{ "bt", DEBUG_BT },
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{ "pc", DEBUG_PIPE_CONTROL },
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{ "nofc", DEBUG_NO_FAST_CLEAR },
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{ "no32", DEBUG_NO32 },
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{ NULL, 0 }
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};
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uint64_t
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intel_debug_flag_for_shader_stage(gl_shader_stage stage)
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{
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uint64_t flags[] = {
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[MESA_SHADER_VERTEX] = DEBUG_VS,
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[MESA_SHADER_TESS_CTRL] = DEBUG_TCS,
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[MESA_SHADER_TESS_EVAL] = DEBUG_TES,
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[MESA_SHADER_GEOMETRY] = DEBUG_GS,
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[MESA_SHADER_FRAGMENT] = DEBUG_WM,
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[MESA_SHADER_COMPUTE] = DEBUG_CS,
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};
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STATIC_ASSERT(MESA_SHADER_STAGES == 6);
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return flags[stage];
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}
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static void
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brw_process_intel_debug_variable_once(void)
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{
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INTEL_DEBUG = parse_debug_string(getenv("INTEL_DEBUG"), debug_control);
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}
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void
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brw_process_intel_debug_variable(void)
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{
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static once_flag process_intel_debug_variable_flag = ONCE_FLAG_INIT;
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call_once(&process_intel_debug_variable_flag,
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brw_process_intel_debug_variable_once);
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}
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