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>
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@ -34,33 +34,53 @@
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#include "common/v3d_debug.h"
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#include "util/macros.h"
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#include "util/debug.h"
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#include "util/u_debug.h"
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#include "c11/threads.h"
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uint32_t V3D_DEBUG = 0;
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static const struct debug_control debug_control[] = {
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{ "cl", V3D_DEBUG_CL},
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{ "clif", V3D_DEBUG_CLIF},
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{ "qpu", V3D_DEBUG_QPU},
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{ "vir", V3D_DEBUG_VIR},
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{ "nir", V3D_DEBUG_NIR},
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{ "tgsi", V3D_DEBUG_TGSI},
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{ "shaderdb", V3D_DEBUG_SHADERDB},
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{ "surface", V3D_DEBUG_SURFACE},
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{ "perf", V3D_DEBUG_PERF},
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{ "norast", V3D_DEBUG_NORAST},
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{ "fs", V3D_DEBUG_FS},
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{ "gs", V3D_DEBUG_GS},
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{ "vs", V3D_DEBUG_VS},
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{ "cs", V3D_DEBUG_CS},
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{ "always_flush", V3D_DEBUG_ALWAYS_FLUSH},
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{ "precompile", V3D_DEBUG_PRECOMPILE},
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{ "ra", V3D_DEBUG_RA},
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{ "dump_spirv", V3D_DEBUG_DUMP_SPIRV},
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{ NULL, 0 }
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static const struct debug_named_value debug_control[] = {
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{ "cl", V3D_DEBUG_CL,
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"Dump command list during creation" },
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{ "clif", V3D_DEBUG_CLIF,
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"Dump command list (CLIF format) during creation", },
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{ "qpu", V3D_DEBUG_QPU,
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"Dump generated QPU instructions" },
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{ "vir", V3D_DEBUG_VIR,
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"Dump VIR during program compile" },
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{ "nir", V3D_DEBUG_NIR,
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"Dump NIR during program compile" },
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{ "tgsi", V3D_DEBUG_TGSI,
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"Dump TGSI during program compile" },
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{ "shaderdb", V3D_DEBUG_SHADERDB,
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"Dump program compile information for shader-db analysis" },
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{ "surface", V3D_DEBUG_SURFACE,
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"Print resource layout information" },
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{ "perf", V3D_DEBUG_PERF,
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"Print during runtime performance-related events" },
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{ "norast", V3D_DEBUG_NORAST,
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"Skip actual hardware execution of commands" },
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{ "fs", V3D_DEBUG_FS,
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"Dump fragment shaders" },
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{ "gs", V3D_DEBUG_GS,
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"Dump geometry shaders" },
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{ "vs", V3D_DEBUG_VS,
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"Dump vertex shaders" },
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{ "cs", V3D_DEBUG_CS,
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"Dump computer shaders" },
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{ "always_flush", V3D_DEBUG_ALWAYS_FLUSH,
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"Flush after each draw call" },
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{ "precompile", V3D_DEBUG_PRECOMPILE,
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"Precompiles shader variant at shader state creation time" },
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{ "ra", V3D_DEBUG_RA,
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"Dump register allocation failures" },
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{ "dump_spirv", V3D_DEBUG_DUMP_SPIRV,
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"Dump SPIR-V code" },
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{ NULL }
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};
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DEBUG_GET_ONCE_FLAGS_OPTION(v3d_debug, "V3D_DEBUG", debug_control, 0)
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uint32_t
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v3d_debug_flag_for_shader_stage(gl_shader_stage stage)
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{
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@ -76,20 +96,11 @@ v3d_debug_flag_for_shader_stage(gl_shader_stage stage)
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return flags[stage];
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}
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static void
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v3d_process_debug_variable_once(void)
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void
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v3d_process_debug_variable(void)
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{
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V3D_DEBUG = parse_debug_string(getenv("V3D_DEBUG"), debug_control);
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V3D_DEBUG = debug_get_option_v3d_debug();
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if (V3D_DEBUG & V3D_DEBUG_SHADERDB)
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V3D_DEBUG |= V3D_DEBUG_NORAST;
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}
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void
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v3d_process_debug_variable(void)
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{
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static once_flag v3d_process_debug_variable_flag = ONCE_FLAG_INIT;
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call_once(&v3d_process_debug_variable_flag,
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v3d_process_debug_variable_once);
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}
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