Files
mesa/src/broadcom/common/v3d_debug.c
Juan A. Suarez Romero 82d84a35a1 v3d: handle debug options with debug_named_value
Switch from using debug_control structure to debug_named_value
structure.

The main nice feature is that it provides a "help" option, so using
"V3D_DEBUG=help" will print all the debug options with a brief
description.

Useful to avoid going to https://docs.mesa3d.org/envvars.html everytime
we need to know the available options.

v1:
 - Modify a couple of debug option documentation (Alejandro)

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12036>
2021-07-23 15:25:48 +00:00

107 lines
3.9 KiB
C

/*
* Copyright 2003 VMware, Inc.
* Copyright © 2006 Intel Corporation
* Copyright © 2017 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
/**
* \file v3d_debug.c
*
* Support for the V3D_DEBUG environment variable, along with other
* miscellaneous debugging code.
*/
#include <stdlib.h>
#include "common/v3d_debug.h"
#include "util/macros.h"
#include "util/u_debug.h"
#include "c11/threads.h"
uint32_t V3D_DEBUG = 0;
static const struct debug_named_value debug_control[] = {
{ "cl", V3D_DEBUG_CL,
"Dump command list during creation" },
{ "clif", V3D_DEBUG_CLIF,
"Dump command list (CLIF format) during creation", },
{ "qpu", V3D_DEBUG_QPU,
"Dump generated QPU instructions" },
{ "vir", V3D_DEBUG_VIR,
"Dump VIR during program compile" },
{ "nir", V3D_DEBUG_NIR,
"Dump NIR during program compile" },
{ "tgsi", V3D_DEBUG_TGSI,
"Dump TGSI during program compile" },
{ "shaderdb", V3D_DEBUG_SHADERDB,
"Dump program compile information for shader-db analysis" },
{ "surface", V3D_DEBUG_SURFACE,
"Print resource layout information" },
{ "perf", V3D_DEBUG_PERF,
"Print during runtime performance-related events" },
{ "norast", V3D_DEBUG_NORAST,
"Skip actual hardware execution of commands" },
{ "fs", V3D_DEBUG_FS,
"Dump fragment shaders" },
{ "gs", V3D_DEBUG_GS,
"Dump geometry shaders" },
{ "vs", V3D_DEBUG_VS,
"Dump vertex shaders" },
{ "cs", V3D_DEBUG_CS,
"Dump computer shaders" },
{ "always_flush", V3D_DEBUG_ALWAYS_FLUSH,
"Flush after each draw call" },
{ "precompile", V3D_DEBUG_PRECOMPILE,
"Precompiles shader variant at shader state creation time" },
{ "ra", V3D_DEBUG_RA,
"Dump register allocation failures" },
{ "dump_spirv", V3D_DEBUG_DUMP_SPIRV,
"Dump SPIR-V code" },
{ NULL }
};
DEBUG_GET_ONCE_FLAGS_OPTION(v3d_debug, "V3D_DEBUG", debug_control, 0)
uint32_t
v3d_debug_flag_for_shader_stage(gl_shader_stage stage)
{
uint32_t flags[] = {
[MESA_SHADER_VERTEX] = V3D_DEBUG_VS,
[MESA_SHADER_TESS_CTRL] = 0,
[MESA_SHADER_TESS_EVAL] = 0,
[MESA_SHADER_GEOMETRY] = V3D_DEBUG_GS,
[MESA_SHADER_FRAGMENT] = V3D_DEBUG_FS,
[MESA_SHADER_COMPUTE] = V3D_DEBUG_CS,
};
STATIC_ASSERT(MESA_SHADER_STAGES == 6);
return flags[stage];
}
void
v3d_process_debug_variable(void)
{
V3D_DEBUG = debug_get_option_v3d_debug();
if (V3D_DEBUG & V3D_DEBUG_SHADERDB)
V3D_DEBUG |= V3D_DEBUG_NORAST;
}