/* * Copyright 2003 VMware, Inc. * Copyright © 2007 Intel Corporation * * 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 COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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. */ #ifndef MESA_V3D_DEBUG_H #define MESA_V3D_DEBUG_H #include <stdint.h> #include "compiler/shader_enums.h" #ifdef __cplusplus extern "C" { #endif /** * \file v3d_debug.h * * Basic V3D_DEBUG environment variable handling. This file defines the * list of debugging flags, as well as some macros for handling them. */ extern uint32_t V3D_DEBUG; #define V3D_DEBUG_SHADERDB (1 << 0) #define V3D_DEBUG_TGSI (1 << 1) #define V3D_DEBUG_NIR (1 << 2) #define V3D_DEBUG_VIR (1 << 3) #define V3D_DEBUG_QPU (1 << 4) #define V3D_DEBUG_FS (1 << 5) #define V3D_DEBUG_VS (1 << 6) #define V3D_DEBUG_CS (1 << 7) #define V3D_DEBUG_CL (1 << 8) #define V3D_DEBUG_SURFACE (1 << 9) #define V3D_DEBUG_PERF (1 << 10) #define V3D_DEBUG_NORAST (1 << 11) #define V3D_DEBUG_ALWAYS_FLUSH (1 << 12) #ifdef HAVE_ANDROID_PLATFORM #define LOG_TAG "BROADCOM-MESA" #include <cutils/log.h> #ifndef ALOGW #define ALOGW LOGW #endif #define dbg_printf(...) ALOGW(__VA_ARGS__) #else #define dbg_printf(...) fprintf(stderr, __VA_ARGS__) #endif /* HAVE_ANDROID_PLATFORM */ #define DBG(flag, ...) do { \ if (unlikely(V3D_DEBUG & (flag))) \ dbg_printf(__VA_ARGS__); \ } while(0) extern uint32_t v3d_debug_flag_for_shader_stage(gl_shader_stage stage); extern void v3d_process_debug_variable(void); #ifdef __cplusplus } #endif #endif /* V3D_DEBUG_H */