dbg_printf(__VA_ARGS__); \
} while(0)
-#define perf_debug(...) do { \
- static GLuint msg_id = 0; \
- if (unlikely(INTEL_DEBUG & DEBUG_PERF)) \
- dbg_printf(__VA_ARGS__); \
- if (brw->perf_debug) \
- _mesa_gl_debug(&brw->ctx, &msg_id, \
- MESA_DEBUG_SOURCE_API, \
- MESA_DEBUG_TYPE_PERFORMANCE, \
- MESA_DEBUG_SEVERITY_MEDIUM, \
- __VA_ARGS__); \
-} while(0)
-
-#define WARN_ONCE(cond, fmt...) do { \
- if (unlikely(cond)) { \
- static bool _warned = false; \
- static GLuint msg_id = 0; \
- if (!_warned) { \
- fprintf(stderr, "WARNING: "); \
- fprintf(stderr, fmt); \
- _warned = true; \
- \
- _mesa_gl_debug(ctx, &msg_id, \
- MESA_DEBUG_SOURCE_API, \
- MESA_DEBUG_TYPE_OTHER, \
- MESA_DEBUG_SEVERITY_HIGH, fmt); \
- } \
- } \
-} while (0)
-
extern uint64_t intel_debug_flag_for_shader_stage(gl_shader_stage stage);
extern void brw_process_intel_debug_variable(void);
uint32_t next_offset;
};
+#define perf_debug(...) do { \
+ static GLuint msg_id = 0; \
+ if (unlikely(INTEL_DEBUG & DEBUG_PERF)) \
+ dbg_printf(__VA_ARGS__); \
+ if (brw->perf_debug) \
+ _mesa_gl_debug(&brw->ctx, &msg_id, \
+ MESA_DEBUG_SOURCE_API, \
+ MESA_DEBUG_TYPE_PERFORMANCE, \
+ MESA_DEBUG_SEVERITY_MEDIUM, \
+ __VA_ARGS__); \
+} while(0)
+
+#define WARN_ONCE(cond, fmt...) do { \
+ if (unlikely(cond)) { \
+ static bool _warned = false; \
+ static GLuint msg_id = 0; \
+ if (!_warned) { \
+ fprintf(stderr, "WARNING: "); \
+ fprintf(stderr, fmt); \
+ _warned = true; \
+ \
+ _mesa_gl_debug(ctx, &msg_id, \
+ MESA_DEBUG_SOURCE_API, \
+ MESA_DEBUG_TYPE_OTHER, \
+ MESA_DEBUG_SEVERITY_HIGH, fmt); \
+ } \
+ } \
+} while (0)
+
/* Considered adding a member to this struct to document which flags
* an update might raise so that ordering of the state atoms can be
* checked or derived at runtime. Dropped the idea in favor of having