v3d: 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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@ -465,6 +465,8 @@ struct v3d_blend_state {
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#define perf_debug(...) do { \
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if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
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fprintf(stderr, __VA_ARGS__); \
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if (unlikely(v3d->debug.debug_message)) \
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pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__); \
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} while (0)
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#define foreach_bit(b, mask) \
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@ -894,6 +894,7 @@ void
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v3d_update_shadow_texture(struct pipe_context *pctx,
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struct pipe_sampler_view *pview)
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{
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struct v3d_context *v3d = v3d_context(pctx);
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struct v3d_sampler_view *view = v3d_sampler_view(pview);
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struct v3d_resource *shadow = v3d_resource(view->texture);
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struct v3d_resource *orig = v3d_resource(pview->texture);
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