/*
 * Copyright 2003 VMware, Inc.
 * Copyright © 2006 Intel Corporation
 * Copyright © 2017 Broadcom
 *
 * 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 AUTHORS OR COPYRIGHT HOLDERS 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.
 */

/**
 * \file v3d_debug.c
 *
 * Support for the V3D_DEBUG environment variable, along with other
 * miscellaneous debugging code.
 */

#include <stdlib.h>

#include "common/v3d_debug.h"
#include "util/macros.h"
#include "util/u_debug.h"
#include "c11/threads.h"

uint32_t V3D_DEBUG = 0;

static const struct debug_named_value debug_control[] = {
        { "cl",          V3D_DEBUG_CL,
          "Dump command list during creation" },
        { "cl_nobin",    V3D_DEBUG_CL_NO_BIN,
          "Dump command listduring creation, excluding binary resources" },
        { "clif",        V3D_DEBUG_CLIF,
          "Dump command list (CLIF format) during creation", },
        { "qpu",         V3D_DEBUG_QPU,
          "Dump generated QPU instructions" },
        { "vir",         V3D_DEBUG_VIR,
          "Dump VIR during program compile" },
        { "nir",         V3D_DEBUG_NIR,
          "Dump NIR during program compile" },
        { "tgsi",        V3D_DEBUG_TGSI,
          "Dump TGSI during program compile" },
        { "shaderdb",    V3D_DEBUG_SHADERDB,
          "Dump program compile information for shader-db analysis" },
        { "surface",     V3D_DEBUG_SURFACE,
          "Print resource layout information" },
        { "perf",        V3D_DEBUG_PERF,
          "Print during runtime performance-related events" },
        { "norast",      V3D_DEBUG_NORAST,
          "Skip actual hardware execution of commands" },
        { "fs",          V3D_DEBUG_FS,
          "Dump fragment shaders" },
        { "gs",          V3D_DEBUG_GS,
          "Dump geometry shaders" },
        { "vs",          V3D_DEBUG_VS,
          "Dump vertex shaders" },
        { "cs",          V3D_DEBUG_CS,
          "Dump computer shaders" },
        { "always_flush", V3D_DEBUG_ALWAYS_FLUSH,
          "Flush after each draw call" },
        { "precompile",  V3D_DEBUG_PRECOMPILE,
          "Precompiles shader variant at shader state creation time" },
        { "ra",          V3D_DEBUG_RA,
          "Dump register allocation failures" },
        { "dump_spirv",  V3D_DEBUG_DUMP_SPIRV,
          "Dump SPIR-V code" },
        { "tmu32",  V3D_DEBUG_TMU_32BIT,
          "Force 32-bit precision on all TMU operations" },
        /* This can lead to incorrect behavior for applications that do
         * require full 32-bit precision, but can improve performance
         * for those that don't.
         */
        { "tmu16",  V3D_DEBUG_TMU_16BIT,
          "Force 16-bit precision on all TMU operations" },
        { "noloopunroll",  V3D_DEBUG_NO_LOOP_UNROLL,
          "Disable loop unrolling" },
        { NULL }
};

DEBUG_GET_ONCE_FLAGS_OPTION(v3d_debug, "V3D_DEBUG", debug_control, 0)

uint32_t
v3d_debug_flag_for_shader_stage(gl_shader_stage stage)
{
        uint32_t flags[] = {
                [MESA_SHADER_VERTEX] = V3D_DEBUG_VS,
                [MESA_SHADER_TESS_CTRL] = 0,
                [MESA_SHADER_TESS_EVAL] = 0,
                [MESA_SHADER_GEOMETRY] = V3D_DEBUG_GS,
                [MESA_SHADER_FRAGMENT] = V3D_DEBUG_FS,
                [MESA_SHADER_COMPUTE] = V3D_DEBUG_CS,
        };
        STATIC_ASSERT(MESA_SHADER_STAGES == 6);
        return flags[stage];
}

void
v3d_process_debug_variable(void)
{
        V3D_DEBUG = debug_get_option_v3d_debug();

        if (V3D_DEBUG & V3D_DEBUG_SHADERDB)
                V3D_DEBUG |= V3D_DEBUG_NORAST;
}
