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I've been using my apitrace-based shader-db so far, but it's slow (apitrace decompression), intrusive (apitrace windows spamming the screen), and doesn't have much coverage. The original shader-db provides a lot more coverage and compiles faster, at the expense of not having the actual runtime variant key. As v3d has a lot less runtime variation than vc4 did, this tradeoff makes more sense.
88 lines
2.8 KiB
C
88 lines
2.8 KiB
C
/*
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* Copyright 2003 VMware, Inc.
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* Copyright © 2007 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial
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* portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
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* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef MESA_V3D_DEBUG_H
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#define MESA_V3D_DEBUG_H
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#include <stdint.h>
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#include "compiler/shader_enums.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \file v3d_debug.h
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*
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* Basic V3D_DEBUG environment variable handling. This file defines the
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* list of debugging flags, as well as some macros for handling them.
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*/
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extern uint32_t V3D_DEBUG;
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#define V3D_DEBUG_SHADERDB (1 << 0)
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#define V3D_DEBUG_TGSI (1 << 1)
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#define V3D_DEBUG_NIR (1 << 2)
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#define V3D_DEBUG_VIR (1 << 3)
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#define V3D_DEBUG_QPU (1 << 4)
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#define V3D_DEBUG_FS (1 << 5)
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#define V3D_DEBUG_VS (1 << 6)
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#define V3D_DEBUG_CS (1 << 7)
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#define V3D_DEBUG_CL (1 << 8)
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#define V3D_DEBUG_SURFACE (1 << 9)
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#define V3D_DEBUG_PERF (1 << 10)
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#define V3D_DEBUG_NORAST (1 << 11)
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#define V3D_DEBUG_ALWAYS_FLUSH (1 << 12)
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#define V3D_DEBUG_CLIF (1 << 13)
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#define V3D_DEBUG_PRECOMPILE (1 << 14)
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#ifdef HAVE_ANDROID_PLATFORM
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#define LOG_TAG "BROADCOM-MESA"
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#if ANDROID_API_LEVEL >= 26
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#include <log/log.h>
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#else
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#include <cutils/log.h>
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#endif /* use log/log.h start from android 8 major version */
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#ifndef ALOGW
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#define ALOGW LOGW
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#endif
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#define dbg_printf(...) ALOGW(__VA_ARGS__)
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#else
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#define dbg_printf(...) fprintf(stderr, __VA_ARGS__)
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#endif /* HAVE_ANDROID_PLATFORM */
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#define DBG(flag, ...) do { \
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if (unlikely(V3D_DEBUG & (flag))) \
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dbg_printf(__VA_ARGS__); \
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} while(0)
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extern uint32_t v3d_debug_flag_for_shader_stage(gl_shader_stage stage);
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extern void v3d_process_debug_variable(void);
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#ifdef __cplusplus
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}
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#endif
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#endif /* V3D_DEBUG_H */
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