120 lines
4.9 KiB
C
120 lines
4.9 KiB
C
/*
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* Copyright 2003 VMware, Inc.
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* Copyright © 2006 Intel Corporation
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* Copyright © 2017 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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/**
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* \file v3d_debug.c
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*
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* Support for the V3D_DEBUG environment variable, along with other
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* miscellaneous debugging code.
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*/
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#include <stdlib.h>
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#include "common/v3d_debug.h"
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#include "util/macros.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_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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{ "cl_nobin", V3D_DEBUG_CL_NO_BIN,
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"Dump command list during creation, excluding binary resources" },
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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 (v3d only)" },
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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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/* FIXME: evaluate to implement it on v3dv */
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"Print resource layout information (v3d only)" },
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{ "perf", V3D_DEBUG_PERF,
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"Print performance-related events during runtime" },
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{ "norast", V3D_DEBUG_NORAST,
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/* FIXME: evaluate to implement on v3dv*/
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"Skip actual hardware execution of commands (v3d only)" },
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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 (v3d only)" },
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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 (v3dv only)" },
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{ "tmu32", V3D_DEBUG_TMU_32BIT,
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"Force 32-bit precision on all TMU operations" },
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/* This can lead to incorrect behavior for applications that do
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* require full 32-bit precision, but can improve performance
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* for those that don't.
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*/
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{ "tmu16", V3D_DEBUG_TMU_16BIT,
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"Force 16-bit precision on all TMU operations" },
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{ "noloopunroll", V3D_DEBUG_NO_LOOP_UNROLL,
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"Disable loop unrolling" },
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{ "db", V3D_DEBUG_DOUBLE_BUFFER,
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"Enable double buffer for Tile Buffer when MSAA is disabled" },
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#ifdef ENABLE_SHADER_CACHE
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{ "cache", V3D_DEBUG_CACHE,
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"Print on-disk cache events (only with cache enabled)" },
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#endif
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{ "no_merge_jobs", V3D_DEBUG_NO_MERGE_JOBS,
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"Don't try to merge subpasses in the same job even if they share framebuffer configuration (v3dv only)" },
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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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uint32_t flags[] = {
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[MESA_SHADER_VERTEX] = V3D_DEBUG_VS,
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[MESA_SHADER_TESS_CTRL] = 0,
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[MESA_SHADER_TESS_EVAL] = 0,
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[MESA_SHADER_GEOMETRY] = V3D_DEBUG_GS,
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[MESA_SHADER_FRAGMENT] = V3D_DEBUG_FS,
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[MESA_SHADER_COMPUTE] = V3D_DEBUG_CS,
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};
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STATIC_ASSERT(MESA_SHADER_STAGES == 6);
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return flags[stage];
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}
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