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
40uint32_t V3D_DEBUG = 0;
41
42static 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 list during 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 (v3d only)" },
57        { "shaderdb",    V3D_DEBUG_SHADERDB,
58          "Dump program compile information for shader-db analysis" },
59        { "surface",     V3D_DEBUG_SURFACE,
60          /* FIXME: evaluate to implement it on v3dv */
61          "Print resource layout information (v3d only)" },
62        { "perf",        V3D_DEBUG_PERF,
63          "Print performance-related events during runtime" },
64        { "norast",      V3D_DEBUG_NORAST,
65          /* FIXME: evaluate to implement on v3dv*/
66          "Skip actual hardware execution of commands (v3d only)" },
67        { "fs",          V3D_DEBUG_FS,
68          "Dump fragment shaders" },
69        { "gs",          V3D_DEBUG_GS,
70          "Dump geometry shaders" },
71        { "vs",          V3D_DEBUG_VS,
72          "Dump vertex shaders" },
73        { "cs",          V3D_DEBUG_CS,
74          "Dump computer shaders" },
75        { "always_flush", V3D_DEBUG_ALWAYS_FLUSH,
76          "Flush after each draw call" },
77        { "precompile",  V3D_DEBUG_PRECOMPILE,
78          "Precompiles shader variant at shader state creation time (v3d only)" },
79        { "ra",          V3D_DEBUG_RA,
80          "Dump register allocation failures" },
81        { "dump_spirv",  V3D_DEBUG_DUMP_SPIRV,
82          "Dump SPIR-V code (v3dv only)" },
83        { "tmu32",  V3D_DEBUG_TMU_32BIT,
84          "Force 32-bit precision on all TMU operations" },
85        /* This can lead to incorrect behavior for applications that do
86         * require full 32-bit precision, but can improve performance
87         * for those that don't.
88         */
89        { "tmu16",  V3D_DEBUG_TMU_16BIT,
90          "Force 16-bit precision on all TMU operations" },
91        { "noloopunroll",  V3D_DEBUG_NO_LOOP_UNROLL,
92          "Disable loop unrolling" },
93        { "db", V3D_DEBUG_DOUBLE_BUFFER,
94          "Enable double buffer for Tile Buffer when MSAA is disabled" },
95#ifdef ENABLE_SHADER_CACHE
96        { "cache", V3D_DEBUG_CACHE,
97          "Print on-disk cache events (only with cache enabled)" },
98#endif
99        { "no_merge_jobs", V3D_DEBUG_NO_MERGE_JOBS,
100          "Don't try to merge subpasses in the same job even if they share framebuffer configuration (v3dv only)" },
101        { NULL }
102};
103
104DEBUG_GET_ONCE_FLAGS_OPTION(v3d_debug, "V3D_DEBUG", debug_control, 0)
105
106uint32_t
107v3d_debug_flag_for_shader_stage(gl_shader_stage stage)
108{
109        uint32_t flags[] = {
110                [MESA_SHADER_VERTEX] = V3D_DEBUG_VS,
111                [MESA_SHADER_TESS_CTRL] = 0,
112                [MESA_SHADER_TESS_EVAL] = 0,
113                [MESA_SHADER_GEOMETRY] = V3D_DEBUG_GS,
114                [MESA_SHADER_FRAGMENT] = V3D_DEBUG_FS,
115                [MESA_SHADER_COMPUTE] = V3D_DEBUG_CS,
116        };
117        STATIC_ASSERT(MESA_SHADER_STAGES == 6);
118        return flags[stage];
119}
120
121void
122v3d_process_debug_variable(void)
123{
124        V3D_DEBUG = debug_get_option_v3d_debug();
125}
126