{ "perf", V3D_DEBUG_PERF},
{ "norast", V3D_DEBUG_NORAST},
{ "fs", V3D_DEBUG_FS},
+ { "gs", V3D_DEBUG_GS},
{ "vs", V3D_DEBUG_VS},
{ "cs", V3D_DEBUG_CS},
{ "always_flush", V3D_DEBUG_ALWAYS_FLUSH},
[MESA_SHADER_VERTEX] = V3D_DEBUG_VS,
[MESA_SHADER_TESS_CTRL] = 0,
[MESA_SHADER_TESS_EVAL] = 0,
- [MESA_SHADER_GEOMETRY] = 0,
+ [MESA_SHADER_GEOMETRY] = V3D_DEBUG_GS,
[MESA_SHADER_FRAGMENT] = V3D_DEBUG_FS,
[MESA_SHADER_COMPUTE] = V3D_DEBUG_CS,
};
#define V3D_DEBUG_VIR (1 << 3)
#define V3D_DEBUG_QPU (1 << 4)
#define V3D_DEBUG_FS (1 << 5)
-#define V3D_DEBUG_VS (1 << 6)
-#define V3D_DEBUG_CS (1 << 7)
-#define V3D_DEBUG_CL (1 << 8)
-#define V3D_DEBUG_SURFACE (1 << 9)
-#define V3D_DEBUG_PERF (1 << 10)
-#define V3D_DEBUG_NORAST (1 << 11)
-#define V3D_DEBUG_ALWAYS_FLUSH (1 << 12)
-#define V3D_DEBUG_CLIF (1 << 13)
-#define V3D_DEBUG_PRECOMPILE (1 << 14)
+#define V3D_DEBUG_GS (1 << 6)
+#define V3D_DEBUG_VS (1 << 7)
+#define V3D_DEBUG_CS (1 << 8)
+#define V3D_DEBUG_CL (1 << 9)
+#define V3D_DEBUG_SURFACE (1 << 10)
+#define V3D_DEBUG_PERF (1 << 11)
+#define V3D_DEBUG_NORAST (1 << 12)
+#define V3D_DEBUG_ALWAYS_FLUSH (1 << 13)
+#define V3D_DEBUG_CLIF (1 << 14)
+#define V3D_DEBUG_PRECOMPILE (1 << 15)
#ifdef HAVE_ANDROID_PLATFORM
#define LOG_TAG "BROADCOM-MESA"