static mtx_t DynamicIDMutex = _MTX_INITIALIZER_NP;
static GLuint NextDynamicID = 1;
-struct gl_debug_severity
+/**
+ * A namespace element.
+ */
+struct gl_debug_element
{
struct simple_node link;
+
GLuint ID;
+ /* at which severity levels (mesa_debug_severity) is the message enabled */
+ GLbitfield State;
};
struct gl_debug_namespace
{
- struct _mesa_HashTable *IDs;
- unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
- /** lists of IDs in the hash table at each severity */
- struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
-
- GLboolean Defaults[MESA_DEBUG_SEVERITY_COUNT];
+ struct simple_node Elements;
+ GLbitfield DefaultState;
};
struct gl_debug_group {
GLboolean SyncOutput;
GLboolean DebugOutput;
- struct gl_debug_group Groups[MAX_DEBUG_GROUP_STACK_DEPTH];
+ struct gl_debug_group *Groups[MAX_DEBUG_GROUP_STACK_DEPTH];
struct gl_debug_message GroupMessages[MAX_DEBUG_GROUP_STACK_DEPTH];
GLint GroupStackDepth;
}
}
-
-/*
- * We store a bitfield in the hash table, with five possible values total.
- *
- * The ENABLED_BIT's purpose is self-explanatory.
- *
- * The FOUND_BIT is needed to differentiate the value of DISABLED from
- * the value returned by HashTableLookup() when it can't find the given key.
- *
- * The KNOWN_SEVERITY bit is a bit complicated:
- *
- * A client may call Control() with an array of IDs, then call Control()
- * on all message IDs of a certain severity, then Insert() one of the
- * previously specified IDs, giving us a known severity level, then call
- * Control() on all message IDs of a certain severity level again.
- *
- * After the first call, those IDs will have a FOUND_BIT, but will not
- * exist in any severity-specific list, so the second call will not
- * impact them. This is undesirable but unavoidable given the API:
- * The only entrypoint that gives a severity for a client-defined ID
- * is the Insert() call.
- *
- * For the sake of Control(), we want to maintain the invariant
- * that an ID will either appear in none of the three severity lists,
- * or appear once, to minimize pointless duplication and potential surprises.
- *
- * Because Insert() is the only place that will learn an ID's severity,
- * it should insert an ID into the appropriate list, but only if the ID
- * doesn't exist in it or any other list yet. Because searching all three
- * lists at O(n) is needlessly expensive, we store KNOWN_SEVERITY.
- */
-enum {
- FOUND_BIT = 1 << 0,
- ENABLED_BIT = 1 << 1,
- KNOWN_SEVERITY = 1 << 2,
-
- /* HashTable reserves zero as a return value meaning 'not found' */
- NOT_FOUND = 0,
- DISABLED = FOUND_BIT,
- ENABLED = ENABLED_BIT | FOUND_BIT
-};
-
static void
debug_message_clear(struct gl_debug_message *msg)
{
}
}
+static void
+debug_namespace_init(struct gl_debug_namespace *ns)
+{
+ make_empty_list(&ns->Elements);
+
+ /* Enable all the messages with severity HIGH or MEDIUM by default */
+ ns->DefaultState = (1 << MESA_DEBUG_SEVERITY_HIGH) |
+ (1 << MESA_DEBUG_SEVERITY_MEDIUM);
+}
+
+static void
+debug_namespace_clear(struct gl_debug_namespace *ns)
+{
+ struct simple_node *node, *tmp;
+
+ foreach_s(node, tmp, &ns->Elements)
+ free(node);
+}
+
+static bool
+debug_namespace_copy(struct gl_debug_namespace *dst,
+ const struct gl_debug_namespace *src)
+{
+ struct simple_node *node;
+
+ dst->DefaultState = src->DefaultState;
+
+ make_empty_list(&dst->Elements);
+ foreach(node, &src->Elements) {
+ const struct gl_debug_element *elem =
+ (const struct gl_debug_element *) node;
+ struct gl_debug_element *copy;
+
+ copy = malloc(sizeof(*copy));
+ if (!copy) {
+ debug_namespace_clear(dst);
+ return false;
+ }
+
+ copy->ID = elem->ID;
+ copy->State = elem->State;
+ insert_at_tail(&dst->Elements, ©->link);
+ }
+
+ return true;
+}
+
+/**
+ * Set the state of \p id in the namespace.
+ */
+static bool
+debug_namespace_set(struct gl_debug_namespace *ns,
+ GLuint id, bool enabled)
+{
+ const uint32_t state = (enabled) ?
+ ((1 << MESA_DEBUG_SEVERITY_COUNT) - 1) : 0;
+ struct gl_debug_element *elem = NULL;
+ struct simple_node *node;
+
+ /* find the element */
+ foreach(node, &ns->Elements) {
+ struct gl_debug_element *tmp = (struct gl_debug_element *) node;
+ if (tmp->ID == id) {
+ elem = tmp;
+ break;
+ }
+ }
+
+ /* we do not need the element if it has the default state */
+ if (ns->DefaultState == state) {
+ if (elem) {
+ remove_from_list(&elem->link);
+ free(elem);
+ }
+ return true;
+ }
+
+ if (!elem) {
+ elem = malloc(sizeof(*elem));
+ if (!elem)
+ return false;
+
+ elem->ID = id;
+ insert_at_tail(&ns->Elements, &elem->link);
+ }
+
+ elem->State = state;
+
+ return true;
+}
+
+/**
+ * Set the default state of the namespace for \p severity. When \p severity
+ * is MESA_DEBUG_SEVERITY_COUNT, the default values for all severities are
+ * updated.
+ */
+static void
+debug_namespace_set_all(struct gl_debug_namespace *ns,
+ enum mesa_debug_severity severity,
+ bool enabled)
+{
+ struct simple_node *node, *tmp;
+ uint32_t mask, val;
+
+ /* set all elements to the same state */
+ if (severity == MESA_DEBUG_SEVERITY_COUNT) {
+ ns->DefaultState = (enabled) ? ((1 << severity) - 1) : 0;
+ debug_namespace_clear(ns);
+ make_empty_list(&ns->Elements);
+ return;
+ }
+
+ mask = 1 << severity;
+ val = (enabled) ? mask : 0;
+
+ ns->DefaultState = (ns->DefaultState & ~mask) | val;
+
+ foreach_s(node, tmp, &ns->Elements) {
+ struct gl_debug_element *elem = (struct gl_debug_element *) node;
+
+ elem->State = (elem->State & ~mask) | val;
+ if (elem->State == ns->DefaultState) {
+ remove_from_list(node);
+ free(node);
+ }
+ }
+}
+
+/**
+ * Get the state of \p id in the namespace.
+ */
+static bool
+debug_namespace_get(const struct gl_debug_namespace *ns, GLuint id,
+ enum mesa_debug_severity severity)
+{
+ struct simple_node *node;
+ uint32_t state;
+
+ state = ns->DefaultState;
+ foreach(node, &ns->Elements) {
+ struct gl_debug_element *elem = (struct gl_debug_element *) node;
+
+ if (elem->ID == id) {
+ state = elem->State;
+ break;
+ }
+ }
+
+ return (state & (1 << severity));
+}
+
/**
* Allocate and initialize context debug state.
*/
debug_create(void)
{
struct gl_debug_state *debug;
- int s, t, sev;
+ int s, t;
debug = CALLOC_STRUCT(gl_debug_state);
if (!debug)
return NULL;
+ debug->Groups[0] = malloc(sizeof(*debug->Groups[0]));
+ if (!debug->Groups[0]) {
+ free(debug);
+ return NULL;
+ }
+
/* Initialize state for filtering known debug messages. */
for (s = 0; s < MESA_DEBUG_SOURCE_COUNT; s++) {
- for (t = 0; t < MESA_DEBUG_TYPE_COUNT; t++) {
- struct gl_debug_namespace *nspace =
- &debug->Groups[0].Namespaces[s][t];
-
- nspace->IDs = _mesa_NewHashTable();
- assert(nspace->IDs);
-
- for (sev = 0; sev < MESA_DEBUG_SEVERITY_COUNT; sev++)
- make_empty_list(&nspace->Severity[sev]);
-
- /* Enable all the messages with severity HIGH or MEDIUM by default */
- nspace->Defaults[MESA_DEBUG_SEVERITY_HIGH] = GL_TRUE;
- nspace->Defaults[MESA_DEBUG_SEVERITY_MEDIUM] = GL_TRUE;
- }
+ for (t = 0; t < MESA_DEBUG_TYPE_COUNT; t++)
+ debug_namespace_init(&debug->Groups[0]->Namespaces[s][t]);
}
return debug;
}
-static void
-debug_clear_group_cb(GLuint key, void *data, void *userData)
+/**
+ * Return true if the top debug group points to the group below it.
+ */
+static bool
+debug_is_group_read_only(const struct gl_debug_state *debug)
{
+ const GLint gstack = debug->GroupStackDepth;
+ return (gstack > 0 && debug->Groups[gstack] == debug->Groups[gstack - 1]);
}
/**
- * Free debug state for the given stack depth.
+ * Make the top debug group writable.
*/
-static void
-debug_clear_group(struct gl_debug_state *debug, GLint gstack)
+static bool
+debug_make_group_writable(struct gl_debug_state *debug)
{
- struct gl_debug_group *grp = &debug->Groups[gstack];
- enum mesa_debug_type t;
- enum mesa_debug_source s;
- enum mesa_debug_severity sev;
+ const GLint gstack = debug->GroupStackDepth;
+ const struct gl_debug_group *src = debug->Groups[gstack];
+ struct gl_debug_group *dst;
+ int s, t;
- /* Tear down state for filtering debug messages. */
- for (s = 0; s < MESA_DEBUG_SOURCE_COUNT; s++) {
- for (t = 0; t < MESA_DEBUG_TYPE_COUNT; t++) {
- struct gl_debug_namespace *nspace = &grp->Namespaces[s][t];
+ if (!debug_is_group_read_only(debug))
+ return true;
- _mesa_HashDeleteAll(nspace->IDs, debug_clear_group_cb, NULL);
- _mesa_DeleteHashTable(nspace->IDs);
- for (sev = 0; sev < MESA_DEBUG_SEVERITY_COUNT; sev++) {
- struct simple_node *node, *tmp;
- struct gl_debug_severity *entry;
+ dst = malloc(sizeof(*dst));
+ if (!dst)
+ return false;
- foreach_s(node, tmp, &nspace->Severity[sev]) {
- entry = (struct gl_debug_severity *)node;
- free(entry);
+ for (s = 0; s < MESA_DEBUG_SOURCE_COUNT; s++) {
+ for (t = 0; t < MESA_DEBUG_TYPE_COUNT; t++) {
+ if (!debug_namespace_copy(&dst->Namespaces[s][t],
+ &src->Namespaces[s][t])) {
+ /* error path! */
+ for (t = t - 1; t >= 0; t--)
+ debug_namespace_clear(&dst->Namespaces[s][t]);
+ for (s = s - 1; s >= 0; s--) {
+ for (t = 0; t < MESA_DEBUG_TYPE_COUNT; t++)
+ debug_namespace_clear(&dst->Namespaces[s][t]);
}
+ free(dst);
+ return false;
}
}
}
+
+ debug->Groups[gstack] = dst;
+
+ return true;
+}
+
+/**
+ * Free the top debug group.
+ */
+static void
+debug_clear_group(struct gl_debug_state *debug)
+{
+ const GLint gstack = debug->GroupStackDepth;
+
+ if (!debug_is_group_read_only(debug)) {
+ struct gl_debug_group *grp = debug->Groups[gstack];
+ int s, t;
+
+ for (s = 0; s < MESA_DEBUG_SOURCE_COUNT; s++) {
+ for (t = 0; t < MESA_DEBUG_TYPE_COUNT; t++)
+ debug_namespace_clear(&grp->Namespaces[s][t]);
+ }
+
+ free(grp);
+ }
+
+ debug->Groups[gstack] = NULL;
}
/**
static void
debug_destroy(struct gl_debug_state *debug)
{
- GLint i;
-
- for (i = 0; i <= debug->GroupStackDepth; i++)
- debug_clear_group(debug, i);
+ while (debug->GroupStackDepth > 0) {
+ debug_clear_group(debug);
+ debug->GroupStackDepth--;
+ }
+ debug_clear_group(debug);
free(debug);
}
GLuint id, GLboolean enabled)
{
const GLint gstack = debug->GroupStackDepth;
- struct gl_debug_namespace *nspace =
- &debug->Groups[gstack].Namespaces[source][type];
- uintptr_t state;
+ struct gl_debug_namespace *ns;
- /* In addition to not being able to store zero as a value, HashTable also
- * can't use zero as a key.
- */
- if (id)
- state = (uintptr_t)_mesa_HashLookup(nspace->IDs, id);
- else
- state = nspace->ZeroID;
+ debug_make_group_writable(debug);
+ ns = &debug->Groups[gstack]->Namespaces[source][type];
- if (state == NOT_FOUND)
- state = enabled ? ENABLED : DISABLED;
- else {
- if (enabled)
- state |= ENABLED_BIT;
- else
- state &= ~ENABLED_BIT;
- }
-
- if (id)
- _mesa_HashInsert(nspace->IDs, id, (void*)state);
- else
- nspace->ZeroID = state;
+ debug_namespace_set(ns, id, enabled);
}
/*
GLboolean enabled)
{
const GLint gstack = debug->GroupStackDepth;
- int s, t, sev, smax, tmax, sevmax;
+ int s, t, smax, tmax;
if (source == MESA_DEBUG_SOURCE_COUNT) {
source = 0;
tmax = type+1;
}
- if (severity == MESA_DEBUG_SEVERITY_COUNT) {
- severity = 0;
- sevmax = MESA_DEBUG_SEVERITY_COUNT;
- } else {
- sevmax = severity+1;
- }
+ debug_make_group_writable(debug);
for (s = source; s < smax; s++) {
for (t = type; t < tmax; t++) {
struct gl_debug_namespace *nspace =
- &debug->Groups[gstack].Namespaces[s][t];
-
- for (sev = severity; sev < sevmax; sev++) {
- struct simple_node *node;
- struct gl_debug_severity *entry;
-
- /* change the default for IDs we've never seen before. */
- nspace->Defaults[sev] = enabled;
-
- /* Now change the state of IDs we *have* seen... */
- foreach(node, &nspace->Severity[sev]) {
- entry = (struct gl_debug_severity *)node;
- debug_set_message_enable(debug, s, t, entry->ID, enabled);
- }
- }
+ &debug->Groups[gstack]->Namespaces[s][t];
+ debug_namespace_set_all(nspace, severity, enabled);
}
}
}
* Returns if the given message source/type/ID tuple is enabled.
*/
static bool
-debug_is_message_enabled(struct gl_debug_state *debug,
+debug_is_message_enabled(const struct gl_debug_state *debug,
enum mesa_debug_source source,
enum mesa_debug_type type,
GLuint id,
enum mesa_debug_severity severity)
{
const GLint gstack = debug->GroupStackDepth;
- struct gl_debug_group *grp = &debug->Groups[gstack];
+ struct gl_debug_group *grp = debug->Groups[gstack];
struct gl_debug_namespace *nspace = &grp->Namespaces[source][type];
- uintptr_t state = 0;
if (!debug->DebugOutput)
return false;
- /* In addition to not being able to store zero as a value, HashTable also
- * can't use zero as a key.
- */
- if (id)
- state = (uintptr_t)_mesa_HashLookup(nspace->IDs, id);
- else
- state = nspace->ZeroID;
-
- /* Only do this once for each ID. This makes sure the ID exists in,
- * at most, one list, and does not pointlessly appear multiple times.
- */
- if (!(state & KNOWN_SEVERITY)) {
- struct gl_debug_severity *entry;
-
- if (state == NOT_FOUND) {
- if (nspace->Defaults[severity])
- state = ENABLED;
- else
- state = DISABLED;
- }
-
- entry = malloc(sizeof *entry);
- if (!entry)
- goto out;
-
- state |= KNOWN_SEVERITY;
-
- if (id)
- _mesa_HashInsert(nspace->IDs, id, (void*)state);
- else
- nspace->ZeroID = state;
-
- entry->ID = id;
- insert_at_tail(&nspace->Severity[severity], &entry->link);
- }
-out:
- return (state & ENABLED_BIT);
+ return debug_namespace_get(nspace, id, severity);
}
/**
debug_push_group(struct gl_debug_state *debug)
{
const GLint gstack = debug->GroupStackDepth;
- int s, t, sev;
- /* inherit the control volume of the debug group previously residing on
- * the top of the debug group stack
- */
- for (s = 0; s < MESA_DEBUG_SOURCE_COUNT; s++) {
- for (t = 0; t < MESA_DEBUG_TYPE_COUNT; t++) {
- const struct gl_debug_namespace *nspace =
- &debug->Groups[gstack].Namespaces[s][t];
- struct gl_debug_namespace *next =
- &debug->Groups[gstack + 1].Namespaces[s][t];
-
- /* copy id settings */
- next->IDs = _mesa_HashClone(nspace->IDs);
-
- for (sev = 0; sev < MESA_DEBUG_SEVERITY_COUNT; sev++) {
- struct simple_node *node;
-
- /* copy default settings for unknown ids */
- next->Defaults[sev] = nspace->Defaults[sev];
-
- /* copy known id severity settings */
- make_empty_list(&next->Severity[sev]);
- foreach(node, &nspace->Severity[sev]) {
- const struct gl_debug_severity *entry =
- (const struct gl_debug_severity *) node;
- struct gl_debug_severity *copy;
-
- copy = malloc(sizeof *entry);
- if (!copy)
- goto out;
-
- copy->ID = entry->ID;
- insert_at_tail(&next->Severity[sev], ©->link);
- }
- }
- }
- }
-
-out:
+ /* just point to the previous stack */
+ debug->Groups[gstack + 1] = debug->Groups[gstack];
debug->GroupStackDepth++;
}
static void
debug_pop_group(struct gl_debug_state *debug)
{
- const GLint gstack = debug->GroupStackDepth;
-
+ debug_clear_group(debug);
debug->GroupStackDepth--;
- debug_clear_group(debug, gstack);
}
_mesa_record_error(ctx, error);
}
+void
+_mesa_error_no_memory(const char *caller)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "out of memory in %s", caller);
+}
/**
* Report debug information. Print error message to stderr via fprintf().