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