Lines Matching refs:DRM_DEBUG

112 		DRM_DEBUG("BO index %d greater than BO count %d\n",  in vc4_use_bo()
120 DRM_DEBUG("Trying to use shader BO as something other than " in vc4_use_bo()
175 DRM_DEBUG("Surface dimensions (%d,%d) too large", in vc4_check_tex_size()
194 DRM_DEBUG("buffer tiling %d unsupported\n", tiling_format); in vc4_check_tex_size()
203 DRM_DEBUG("Overflow in %dx%d (%dx%d) fbo size (%d + %d > %zd)\n", in vc4_check_tex_size()
217 DRM_DEBUG("Bin CL must end with VC4_PACKET_FLUSH\n"); in validate_flush()
229 DRM_DEBUG("Duplicate VC4_PACKET_START_TILE_BINNING\n"); in validate_start_tile_binning()
235 DRM_DEBUG("missing VC4_PACKET_TILE_BINNING_MODE_CONFIG\n"); in validate_start_tile_binning()
246 DRM_DEBUG("Bin CL must end with " in validate_increment_semaphore()
267 DRM_DEBUG("shader state must precede primitives\n"); in validate_indexed_prim_list()
284 DRM_DEBUG("IB access overflow (%d + %d*%d > %zd)\n", in validate_indexed_prim_list()
304 DRM_DEBUG("shader state must precede primitives\n"); in validate_gl_array_primitive()
310 DRM_DEBUG("primitive vertex count overflow\n"); in validate_gl_array_primitive()
327 DRM_DEBUG("More requests for shader states than declared\n"); in validate_gl_shader_state()
335 DRM_DEBUG("high bits set in GL shader rec reference\n"); in validate_gl_shader_state()
359 DRM_DEBUG("Duplicate VC4_PACKET_TILE_BINNING_MODE_CONFIG\n"); in validate_tile_binning_config()
371 DRM_DEBUG("Tile binning config of %dx%d too small\n", in validate_tile_binning_config()
378 DRM_DEBUG("unsupported binning config flags 0x%02x\n", flags); in validate_tile_binning_config()
496 DRM_DEBUG("0x%08x: packet %d out of bounds\n", in vc4_validate_bin_cl()
503 DRM_DEBUG("0x%08x: packet %d invalid\n", in vc4_validate_bin_cl()
509 DRM_DEBUG("0x%08x: packet %d (%s) length 0x%08x " in vc4_validate_bin_cl()
522 DRM_DEBUG("0x%08x: packet %d (%s) failed to validate\n", in vc4_validate_bin_cl()
540 DRM_DEBUG("Bin CL missing VC4_PACKET_START_TILE_BINNING\n"); in vc4_validate_bin_cl()
552 DRM_DEBUG("Bin CL missing VC4_PACKET_INCREMENT_SEMAPHORE + " in vc4_validate_bin_cl()
591 DRM_DEBUG("UBO offset greater than UBO size\n"); in reloc_tex()
595 DRM_DEBUG("UBO clamp would allow reads " in reloc_tex()
615 DRM_DEBUG("Cube map stride set twice\n"); in reloc_tex()
622 DRM_DEBUG("Cube map stride not set\n"); in reloc_tex()
663 DRM_DEBUG("Texture format %d unsupported\n", type); in reloc_tex()
716 DRM_DEBUG("Level %d (%dx%d -> %dx%d) size %db " in reloc_tex()
767 DRM_DEBUG("overflowed shader recs reading %d handles " in validate_gl_shader_rec()
777 DRM_DEBUG("overflowed shader recs copying %db packet " in validate_gl_shader_rec()
797 DRM_DEBUG("Shader handle %d too big\n", src_handles[i]); in validate_gl_shader_rec()
813 DRM_DEBUG("Thread mode of CL and FS do not match\n"); in validate_gl_shader_rec()
819 DRM_DEBUG("cs and vs cannot be threaded\n"); in validate_gl_shader_rec()
834 DRM_DEBUG("Shaders must be at offset 0 of " in validate_gl_shader_rec()
845 DRM_DEBUG("Uniforms src buffer overflow\n"); in validate_gl_shader_rec()
903 DRM_DEBUG("BO offset overflow (%d + %d > %zu)\n", in validate_gl_shader_rec()
912 DRM_DEBUG("primitives use index %d out of " in validate_gl_shader_rec()