mesa: add MESA_DEBUG=fallback_tex
this is one of the most common sources of misrendering, and being able to pinpoint it immediately solves a lot of issues Acked-by: Jesse Natalie <jenatali@microsoft.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37054>
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3 changed files with 6 additions and 2 deletions
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@ -205,7 +205,8 @@ set_debug_flags(const char *str)
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{ "flush", DEBUG_ALWAYS_FLUSH }, /* flush after each drawing command */
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{ "incomplete_tex", DEBUG_INCOMPLETE_TEXTURE },
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{ "incomplete_fbo", DEBUG_INCOMPLETE_FBO },
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{ "context", DEBUG_CONTEXT } /* force set GL_CONTEXT_FLAG_DEBUG_BIT flag */
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{ "context", DEBUG_CONTEXT }, /* force set GL_CONTEXT_FLAG_DEBUG_BIT flag */
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{ "fallback_tex", DEBUG_FALLBACK_TEXTURE },
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};
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GLuint i;
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@ -3680,7 +3680,8 @@ enum _debug
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DEBUG_ALWAYS_FLUSH = (1 << 1),
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DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
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DEBUG_INCOMPLETE_FBO = (1 << 3),
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DEBUG_CONTEXT = (1 << 4)
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DEBUG_CONTEXT = (1 << 4),
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DEBUG_FALLBACK_TEXTURE = (1 << 5),
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};
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#ifdef __cplusplus
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@ -704,6 +704,8 @@ update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
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* Mesa implements this by creating a hidden texture object with a pixel of
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* that value.
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*/
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if (MESA_DEBUG_FLAGS & DEBUG_FALLBACK_TEXTURE)
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_mesa_debug(NULL, "Using fallback texture for target %u\n", target_index);
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texObj = _mesa_get_fallback_texture(ctx, target_index, !!(prog->ShadowSamplers & BITFIELD_BIT(unit)));
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assert(texObj);
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