
The do32 INTEL_DEBUG option causes the back-end to try to generate a SIMD32 program when compiling a compute shader regardless of the specified compute shader workgroup size, which will be useful for testing SIMD32 code generation in the most common case in which the workgroup size doesn't exceed the SIMD16 limit so SIMD32 codegen wouldn't be automatically enabled. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
107 lines
3.6 KiB
C
107 lines
3.6 KiB
C
/*
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* Copyright 2003 VMware, Inc.
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* Copyright © 2006 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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/**
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* \file intel_debug.c
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*
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* Support for the INTEL_DEBUG environment variable, along with other
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* miscellaneous debugging code.
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*/
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#include "brw_context.h"
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#include "intel_debug.h"
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#include "util/u_atomic.h" /* for p_atomic_cmpxchg */
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#include "util/debug.h"
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uint64_t INTEL_DEBUG = 0;
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static const struct debug_control debug_control[] = {
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{ "tex", DEBUG_TEXTURE},
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{ "state", DEBUG_STATE},
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{ "blit", DEBUG_BLIT},
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{ "mip", DEBUG_MIPTREE},
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{ "fall", DEBUG_PERF},
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{ "perf", DEBUG_PERF},
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{ "perfmon", DEBUG_PERFMON},
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{ "bat", DEBUG_BATCH},
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{ "pix", DEBUG_PIXEL},
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{ "buf", DEBUG_BUFMGR},
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{ "fbo", DEBUG_FBO},
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{ "fs", DEBUG_WM },
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{ "gs", DEBUG_GS},
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{ "sync", DEBUG_SYNC},
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{ "prim", DEBUG_PRIMS },
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{ "vert", DEBUG_VERTS },
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{ "dri", DEBUG_DRI },
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{ "sf", DEBUG_SF },
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{ "stats", DEBUG_STATS },
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{ "wm", DEBUG_WM },
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{ "urb", DEBUG_URB },
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{ "vs", DEBUG_VS },
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{ "clip", DEBUG_CLIP },
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{ "aub", DEBUG_AUB },
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{ "shader_time", DEBUG_SHADER_TIME },
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{ "no16", DEBUG_NO16 },
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{ "blorp", DEBUG_BLORP },
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{ "nodualobj", DEBUG_NO_DUAL_OBJECT_GS },
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{ "optimizer", DEBUG_OPTIMIZER },
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{ "ann", DEBUG_ANNOTATION },
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{ "no8", DEBUG_NO8 },
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{ "vec4", DEBUG_VEC4VS },
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{ "spill_fs", DEBUG_SPILL_FS },
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{ "spill_vec4", DEBUG_SPILL_VEC4 },
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{ "cs", DEBUG_CS },
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{ "hex", DEBUG_HEX },
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{ "nocompact", DEBUG_NO_COMPACTION },
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{ "hs", DEBUG_TCS },
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{ "tcs", DEBUG_TCS },
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{ "ds", DEBUG_TES },
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{ "tes", DEBUG_TES },
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{ "l3", DEBUG_L3 },
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{ "do32", DEBUG_DO32 },
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{ NULL, 0 }
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};
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uint64_t
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intel_debug_flag_for_shader_stage(gl_shader_stage stage)
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{
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uint64_t flags[] = {
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[MESA_SHADER_VERTEX] = DEBUG_VS,
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[MESA_SHADER_TESS_CTRL] = DEBUG_TCS,
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[MESA_SHADER_TESS_EVAL] = DEBUG_TES,
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[MESA_SHADER_GEOMETRY] = DEBUG_GS,
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[MESA_SHADER_FRAGMENT] = DEBUG_WM,
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[MESA_SHADER_COMPUTE] = DEBUG_CS,
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};
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STATIC_ASSERT(MESA_SHADER_STAGES == 6);
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return flags[stage];
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}
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void
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brw_process_intel_debug_variable(void)
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{
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uint64_t intel_debug = parse_debug_string(getenv("INTEL_DEBUG"), debug_control);
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(void) p_atomic_cmpxchg(&INTEL_DEBUG, 0, intel_debug);
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}
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