vc4: Hook up perf_debug() output to GL_ARB_debug_output as well.
This is the right channel to report these things, so that end-users don't need to know each driver's custom debug options.
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@ -452,6 +452,8 @@ struct vc4_depth_stencil_alpha_state {
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#define perf_debug(...) do { \
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if (unlikely(vc4_debug & VC4_DEBUG_PERF)) \
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fprintf(stderr, __VA_ARGS__); \
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if (unlikely(vc4->debug.debug_message)) \
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pipe_debug_message(&vc4->debug, PERF_INFO, __VA_ARGS__); \
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} while (0)
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static inline struct vc4_context *
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@ -1013,6 +1013,7 @@ void
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vc4_update_shadow_baselevel_texture(struct pipe_context *pctx,
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struct pipe_sampler_view *pview)
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{
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struct vc4_context *vc4 = vc4_context(pctx);
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struct vc4_sampler_view *view = vc4_sampler_view(pview);
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struct vc4_resource *shadow = vc4_resource(view->texture);
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struct vc4_resource *orig = vc4_resource(pview->texture);
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