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 {
}
}
-
-/*
- * 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)
{
- int sev;
-
- memset(ns, 0, sizeof(*ns));
-
- ns->IDs = _mesa_NewHashTable();
- assert(ns->IDs);
-
- for (sev = 0; sev < Elements(ns->Severity); sev++)
- make_empty_list(&ns->Severity[sev]);
+ make_empty_list(&ns->Elements);
/* Enable all the messages with severity HIGH or MEDIUM by default */
- ns->Defaults[MESA_DEBUG_SEVERITY_HIGH] = GL_TRUE;
- ns->Defaults[MESA_DEBUG_SEVERITY_MEDIUM] = GL_TRUE;
-}
-
-static void
-debug_namespace_clear_cb(GLuint key, void *data, void *userData)
-{
+ ns->DefaultState = (1 << MESA_DEBUG_SEVERITY_HIGH) |
+ (1 << MESA_DEBUG_SEVERITY_MEDIUM);
}
static void
debug_namespace_clear(struct gl_debug_namespace *ns)
{
- int sev;
-
- _mesa_HashDeleteAll(ns->IDs, debug_namespace_clear_cb, NULL);
- _mesa_DeleteHashTable(ns->IDs);
+ struct simple_node *node, *tmp;
- for (sev = 0; sev < Elements(ns->Severity); sev++) {
- struct simple_node *node, *tmp;
-
- foreach_s(node, tmp, &ns->Severity[sev])
- free(node);
- }
+ foreach_s(node, tmp, &ns->Elements)
+ free(node);
}
static bool
debug_namespace_copy(struct gl_debug_namespace *dst,
const struct gl_debug_namespace *src)
{
- bool err = false;
- int sev;
-
- /* copy id settings */
- dst->IDs = _mesa_HashClone(src->IDs);
- if (!dst->IDs)
- return false;
+ struct simple_node *node;
- for (sev = 0; sev < Elements(dst->Severity); sev++) {
- struct simple_node *node;
+ dst->DefaultState = src->DefaultState;
- /* copy default settings for unknown ids */
- dst->Defaults[sev] = src->Defaults[sev];
+ 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;
- make_empty_list(&dst->Severity[sev]);
- if (err)
- continue;
-
- /* copy known id severity settings */
- foreach(node, &src->Severity[sev]) {
- const struct gl_debug_severity *entry =
- (const struct gl_debug_severity *) node;
- struct gl_debug_severity *copy;
-
- copy = malloc(sizeof(*copy));
- if (!copy) {
- err = true;
- break;
- }
-
- copy->ID = entry->ID;
- insert_at_tail(&dst->Severity[sev], ©->link);
+ copy = malloc(sizeof(*copy));
+ if (!copy) {
+ debug_namespace_clear(dst);
+ return false;
}
- }
- if (err) {
- debug_namespace_clear(dst);
- return false;
+ copy->ID = elem->ID;
+ copy->State = elem->State;
+ insert_at_tail(&dst->Elements, ©->link);
}
return true;
debug_namespace_set(struct gl_debug_namespace *ns,
GLuint id, bool enabled)
{
- uintptr_t state;
+ 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;
+ }
+ }
- /* 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(ns->IDs, id);
- else
- state = ns->ZeroID;
+ /* 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 (state == NOT_FOUND)
- state = enabled ? ENABLED : DISABLED;
- else {
- if (enabled)
- state |= ENABLED_BIT;
- else
- state &= ~ENABLED_BIT;
+ if (!elem) {
+ elem = malloc(sizeof(*elem));
+ if (!elem)
+ return false;
+
+ elem->ID = id;
+ insert_at_tail(&ns->Elements, &elem->link);
}
- if (id)
- _mesa_HashInsert(ns->IDs, id, (void *) state);
- else
- ns->ZeroID = state;
+ elem->State = state;
return true;
}
enum mesa_debug_severity severity,
bool enabled)
{
- int sev, end;
-
- if (severity >= Elements(ns->Severity)) {
- end = severity;
- severity = 0;
- } else {
- end = severity + 1;
+ 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;
}
- for (sev = severity; sev < end; sev++) {
- struct simple_node *node;
- struct gl_debug_severity *entry;
+ mask = 1 << severity;
+ val = (enabled) ? mask : 0;
+
+ ns->DefaultState = (ns->DefaultState & ~mask) | val;
- /* change the default for IDs we've never seen before. */
- ns->Defaults[sev] = enabled;
+ foreach_s(node, tmp, &ns->Elements) {
+ struct gl_debug_element *elem = (struct gl_debug_element *) node;
- /* Now change the state of IDs we *have* seen... */
- foreach(node, &ns->Severity[sev]) {
- entry = (struct gl_debug_severity *) node;
- debug_namespace_set(ns, entry->ID, enabled);
+ 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(struct gl_debug_namespace *ns, GLuint id,
+debug_namespace_get(const struct gl_debug_namespace *ns, GLuint id,
enum mesa_debug_severity severity)
{
- uintptr_t state = 0;
+ struct simple_node *node;
+ uint32_t state;
- /* 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(ns->IDs, id);
- else
- state = ns->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 (ns->Defaults[severity])
- state = ENABLED;
- else
- state = DISABLED;
- }
+ state = ns->DefaultState;
+ foreach(node, &ns->Elements) {
+ struct gl_debug_element *elem = (struct gl_debug_element *) node;
- entry = malloc(sizeof *entry);
- if (entry) {
- state |= KNOWN_SEVERITY;
-
- if (id)
- _mesa_HashInsert(ns->IDs, id, (void *) state);
- else
- ns->ZeroID = state;
-
- entry->ID = id;
- insert_at_tail(&ns->Severity[severity], &entry->link);
+ if (elem->ID == id) {
+ state = elem->State;
+ break;
}
}
- return (state & ENABLED_BIT);
+ return (state & (1 << severity));
}
/**
* 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,