1 /*
2  * Copyright 2003 VMware, Inc.
3  * Copyright © 2006 Intel Corporation
4  * Copyright © 2017 Broadcom
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice (including the next
14  * paragraph) shall be included in all copies or substantial portions of the
15  * Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
22  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
23  * IN THE SOFTWARE.
24  */
25 
26 /**
27  * \file v3d_debug.c
28  *
29  * Support for the V3D_DEBUG environment variable, along with other
30  * miscellaneous debugging code.
31  */
32 
33 #include <stdlib.h>
34 
35 #include "common/v3d_debug.h"
36 #include "util/macros.h"
37 #include "util/u_debug.h"
38 #include "c11/threads.h"
39 
40 uint32_t V3D_DEBUG = 0;
41 
42 static const struct debug_named_value debug_control[] = {
43         { "cl",          V3D_DEBUG_CL,
44           "Dump command list during creation" },
45         { "cl_nobin",    V3D_DEBUG_CL_NO_BIN,
46           "Dump command listduring creation, excluding binary resources" },
47         { "clif",        V3D_DEBUG_CLIF,
48           "Dump command list (CLIF format) during creation", },
49         { "qpu",         V3D_DEBUG_QPU,
50           "Dump generated QPU instructions" },
51         { "vir",         V3D_DEBUG_VIR,
52           "Dump VIR during program compile" },
53         { "nir",         V3D_DEBUG_NIR,
54           "Dump NIR during program compile" },
55         { "tgsi",        V3D_DEBUG_TGSI,
56           "Dump TGSI during program compile" },
57         { "shaderdb",    V3D_DEBUG_SHADERDB,
58           "Dump program compile information for shader-db analysis" },
59         { "surface",     V3D_DEBUG_SURFACE,
60           "Print resource layout information" },
61         { "perf",        V3D_DEBUG_PERF,
62           "Print during runtime performance-related events" },
63         { "norast",      V3D_DEBUG_NORAST,
64           "Skip actual hardware execution of commands" },
65         { "fs",          V3D_DEBUG_FS,
66           "Dump fragment shaders" },
67         { "gs",          V3D_DEBUG_GS,
68           "Dump geometry shaders" },
69         { "vs",          V3D_DEBUG_VS,
70           "Dump vertex shaders" },
71         { "cs",          V3D_DEBUG_CS,
72           "Dump computer shaders" },
73         { "always_flush", V3D_DEBUG_ALWAYS_FLUSH,
74           "Flush after each draw call" },
75         { "precompile",  V3D_DEBUG_PRECOMPILE,
76           "Precompiles shader variant at shader state creation time" },
77         { "ra",          V3D_DEBUG_RA,
78           "Dump register allocation failures" },
79         { "dump_spirv",  V3D_DEBUG_DUMP_SPIRV,
80           "Dump SPIR-V code" },
81         { "tmu32",  V3D_DEBUG_TMU_32BIT,
82           "Force 32-bit precision on all TMU operations" },
83         /* This can lead to incorrect behavior for applications that do
84          * require full 32-bit precision, but can improve performance
85          * for those that don't.
86          */
87         { "tmu16",  V3D_DEBUG_TMU_16BIT,
88           "Force 16-bit precision on all TMU operations" },
89         { "noloopunroll",  V3D_DEBUG_NO_LOOP_UNROLL,
90           "Disable loop unrolling" },
91         { NULL }
92 };
93 
94 DEBUG_GET_ONCE_FLAGS_OPTION(v3d_debug, "V3D_DEBUG", debug_control, 0)
95 
96 uint32_t
v3d_debug_flag_for_shader_stage(gl_shader_stage stage)97 v3d_debug_flag_for_shader_stage(gl_shader_stage stage)
98 {
99         uint32_t flags[] = {
100                 [MESA_SHADER_VERTEX] = V3D_DEBUG_VS,
101                 [MESA_SHADER_TESS_CTRL] = 0,
102                 [MESA_SHADER_TESS_EVAL] = 0,
103                 [MESA_SHADER_GEOMETRY] = V3D_DEBUG_GS,
104                 [MESA_SHADER_FRAGMENT] = V3D_DEBUG_FS,
105                 [MESA_SHADER_COMPUTE] = V3D_DEBUG_CS,
106         };
107         STATIC_ASSERT(MESA_SHADER_STAGES == 6);
108         return flags[stage];
109 }
110 
111 void
v3d_process_debug_variable(void)112 v3d_process_debug_variable(void)
113 {
114         V3D_DEBUG = debug_get_option_v3d_debug();
115 
116         if (V3D_DEBUG & V3D_DEBUG_SHADERDB)
117                 V3D_DEBUG |= V3D_DEBUG_NORAST;
118 }
119