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-rw-r--r--src/broadcom/common/v3d_debug.c89
1 files changed, 89 insertions, 0 deletions
diff --git a/src/broadcom/common/v3d_debug.c b/src/broadcom/common/v3d_debug.c
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+/*
+ * Copyright 2003 VMware, Inc.
+ * Copyright © 2006 Intel Corporation
+ * Copyright © 2017 Broadcom
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+/**
+ * \file v3d_debug.c
+ *
+ * Support for the V3D_DEBUG environment variable, along with other
+ * miscellaneous debugging code.
+ */
+
+#include <stdlib.h>
+
+#include "common/v3d_debug.h"
+#include "util/macros.h"
+#include "util/debug.h"
+#include "c11/threads.h"
+
+uint32_t V3D_DEBUG = 0;
+
+static const struct debug_control debug_control[] = {
+ { "cl", V3D_DEBUG_CL},
+ { "qpu", V3D_DEBUG_QPU},
+ { "vir", V3D_DEBUG_VIR},
+ { "nir", V3D_DEBUG_NIR},
+ { "tgsi", V3D_DEBUG_TGSI},
+ { "shaderdb", V3D_DEBUG_SHADERDB},
+ { "surface", V3D_DEBUG_SURFACE},
+ { "perf", V3D_DEBUG_PERF},
+ { "norast", V3D_DEBUG_NORAST},
+ { "fs", V3D_DEBUG_FS},
+ { "vs", V3D_DEBUG_VS},
+ { "cs", V3D_DEBUG_CS},
+ { NULL, 0 }
+};
+
+uint32_t
+v3d_debug_flag_for_shader_stage(gl_shader_stage stage)
+{
+ uint32_t flags[] = {
+ [MESA_SHADER_VERTEX] = V3D_DEBUG_VS,
+ [MESA_SHADER_TESS_CTRL] = 0,
+ [MESA_SHADER_TESS_EVAL] = 0,
+ [MESA_SHADER_GEOMETRY] = 0,
+ [MESA_SHADER_FRAGMENT] = V3D_DEBUG_FS,
+ [MESA_SHADER_COMPUTE] = V3D_DEBUG_CS,
+ };
+ STATIC_ASSERT(MESA_SHADER_STAGES == 6);
+ return flags[stage];
+}
+
+static void
+v3d_process_debug_variable_once(void)
+{
+ V3D_DEBUG = parse_debug_string(getenv("V3D_DEBUG"), debug_control);
+
+ if (V3D_DEBUG & V3D_DEBUG_SHADERDB)
+ V3D_DEBUG |= V3D_DEBUG_NORAST;
+}
+
+void
+v3d_process_debug_variable(void)
+{
+ static once_flag v3d_process_debug_variable_flag = ONCE_FLAG_INIT;
+
+ call_once(&v3d_process_debug_variable_flag,
+ v3d_process_debug_variable_once);
+}