Only used by ir3, so move it into ir3 to be more self contained.
Signed-off-by: Rob Clark <robdclark@gmail.com>
#include "compiler/shader_enums.h"
#include "util/u_debug.h"
-enum fd_shader_debug {
- FD_DBG_SHADER_VS = 0x01,
- FD_DBG_SHADER_FS = 0x02,
- FD_DBG_SHADER_CS = 0x04,
-};
-
-extern enum fd_shader_debug fd_shader_debug;
-
-static inline bool
-shader_debug_enabled(gl_shader_stage type)
-{
- switch (type) {
- case MESA_SHADER_VERTEX: return !!(fd_shader_debug & FD_DBG_SHADER_VS);
- case MESA_SHADER_FRAGMENT: return !!(fd_shader_debug & FD_DBG_SHADER_FS);
- case MESA_SHADER_COMPUTE: return !!(fd_shader_debug & FD_DBG_SHADER_CS);
- default:
- debug_assert(0);
- return false;
- }
-}
-
/* bitmask of debug flags */
enum debug_t {
PRINT_RAW = 0x1, /* dump raw hexdump */
bool fd_binning_enabled = true;
static bool glsl120 = false;
-static const struct debug_named_value shader_debug_options[] = {
- {"vs", FD_DBG_SHADER_VS, "Print shader disasm for vertex shaders"},
- {"fs", FD_DBG_SHADER_FS, "Print shader disasm for fragment shaders"},
- {"cs", FD_DBG_SHADER_CS, "Print shader disasm for compute shaders"},
- DEBUG_NAMED_VALUE_END
-};
-
-DEBUG_GET_ONCE_FLAGS_OPTION(fd_shader_debug, "FD_SHADER_DEBUG", shader_debug_options, 0)
-
-enum fd_shader_debug fd_shader_debug = 0;
-
static const char *
fd_screen_get_name(struct pipe_screen *pscreen)
{
uint64_t val;
fd_mesa_debug = debug_get_option_fd_mesa_debug();
- fd_shader_debug = debug_get_option_fd_shader_debug();
if (fd_mesa_debug & FD_DBG_NOBIN)
fd_binning_enabled = false;
#include "ir3_compiler.h"
+static const struct debug_named_value shader_debug_options[] = {
+ {"vs", IR3_DBG_SHADER_VS, "Print shader disasm for vertex shaders"},
+ {"fs", IR3_DBG_SHADER_FS, "Print shader disasm for fragment shaders"},
+ {"cs", IR3_DBG_SHADER_CS, "Print shader disasm for compute shaders"},
+ DEBUG_NAMED_VALUE_END
+};
+
+DEBUG_GET_ONCE_FLAGS_OPTION(ir3_shader_debug, "IR3_SHADER_DEBUG", shader_debug_options, 0)
+
+enum ir3_shader_debug ir3_shader_debug = 0;
+
struct ir3_compiler * ir3_compiler_create(struct fd_device *dev, uint32_t gpu_id)
{
struct ir3_compiler *compiler = rzalloc(NULL, struct ir3_compiler);
+ ir3_shader_debug = debug_get_option_ir3_shader_debug();
+
compiler->dev = dev;
compiler->gpu_id = gpu_id;
compiler->set = ir3_ra_alloc_reg_set(compiler);
int ir3_compile_shader_nir(struct ir3_compiler *compiler,
struct ir3_shader_variant *so);
+enum ir3_shader_debug {
+ IR3_DBG_SHADER_VS = 0x01,
+ IR3_DBG_SHADER_FS = 0x02,
+ IR3_DBG_SHADER_CS = 0x04,
+};
+
+extern enum ir3_shader_debug ir3_shader_debug;
+
+static inline bool
+shader_debug_enabled(gl_shader_stage type)
+{
+ switch (type) {
+ case MESA_SHADER_VERTEX: return !!(ir3_shader_debug & IR3_DBG_SHADER_VS);
+ case MESA_SHADER_FRAGMENT: return !!(ir3_shader_debug & IR3_DBG_SHADER_FS);
+ case MESA_SHADER_COMPUTE: return !!(ir3_shader_debug & IR3_DBG_SHADER_CS);
+ default:
+ debug_assert(0);
+ return false;
+ }
+}
+
#endif /* IR3_COMPILER_H_ */