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>
This commit is contained in:
Juan A. Suarez Romero 2021-07-23 14:16:10 +02:00 committed by Marge Bot
parent 061508d310
commit 82d84a35a1
1 changed files with 44 additions and 33 deletions

View File

@ -34,33 +34,53 @@
#include "common/v3d_debug.h"
#include "util/macros.h"
#include "util/debug.h"
#include "util/u_debug.h"
#include "c11/threads.h"
uint32_t V3D_DEBUG = 0;
static const struct debug_control debug_control[] = {
{ "cl", V3D_DEBUG_CL},
{ "clif", V3D_DEBUG_CLIF},
{ "qpu", V3D_DEBUG_QPU},
{ "vir", V3D_DEBUG_VIR},
{ "nir", V3D_DEBUG_NIR},
{ "tgsi", V3D_DEBUG_TGSI},
{ "shaderdb", V3D_DEBUG_SHADERDB},
{ "surface", V3D_DEBUG_SURFACE},
{ "perf", V3D_DEBUG_PERF},
{ "norast", V3D_DEBUG_NORAST},
{ "fs", V3D_DEBUG_FS},
{ "gs", V3D_DEBUG_GS},
{ "vs", V3D_DEBUG_VS},
{ "cs", V3D_DEBUG_CS},
{ "always_flush", V3D_DEBUG_ALWAYS_FLUSH},
{ "precompile", V3D_DEBUG_PRECOMPILE},
{ "ra", V3D_DEBUG_RA},
{ "dump_spirv", V3D_DEBUG_DUMP_SPIRV},
{ NULL, 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)
{
@ -76,20 +96,11 @@ v3d_debug_flag_for_shader_stage(gl_shader_stage stage)
return flags[stage];
}
static void
v3d_process_debug_variable_once(void)
void
v3d_process_debug_variable(void)
{
V3D_DEBUG = parse_debug_string(getenv("V3D_DEBUG"), debug_control);
V3D_DEBUG = debug_get_option_v3d_debug();
if (V3D_DEBUG & V3D_DEBUG_SHADERDB)
V3D_DEBUG |= V3D_DEBUG_NORAST;
}
void
v3d_process_debug_variable(void)
{
static once_flag v3d_process_debug_variable_flag = ONCE_FLAG_INIT;
call_once(&v3d_process_debug_variable_flag,
v3d_process_debug_variable_once);
}