/*
* 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 */