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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.
92 lines
3.1 KiB
C
92 lines
3.1 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/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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{ "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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{ NULL, 0 }
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};
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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] = 0,
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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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static void
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v3d_process_debug_variable_once(void)
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{
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V3D_DEBUG = parse_debug_string(getenv("V3D_DEBUG"), debug_control);
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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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