shader: move shader debug output after shader creation is complete

Since we patch the shaders right away only print the shader debug output
after the conversion and the pathcing is finished. This requires that the
tcs pass-through shader printing is moved to the according function.

Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Rohan Garg <rohan.garg@collabora.com>
macos/master
Gert Wollny 3 years ago
parent 821b038399
commit d986bc1245
  1. 16
      src/vrend_shader.c

@ -7075,9 +7075,6 @@ static void set_strbuffers(MAYBE_UNUSED const struct vrend_context *rctx, const
strarray_addstrbuf(shader, &glsl_strbufs->glsl_ver_ext); strarray_addstrbuf(shader, &glsl_strbufs->glsl_ver_ext);
strarray_addstrbuf(shader, &glsl_strbufs->glsl_hdr); strarray_addstrbuf(shader, &glsl_strbufs->glsl_hdr);
strarray_addstrbuf(shader, &glsl_strbufs->glsl_main); strarray_addstrbuf(shader, &glsl_strbufs->glsl_main);
VREND_DEBUG(dbg_shader_glsl, rctx, "GLSL:");
VREND_DEBUG_EXT(dbg_shader_glsl, rctx, strarray_dump(shader));
VREND_DEBUG(dbg_shader_glsl, rctx, "\n");
} }
static bool vrend_patch_vertex_shader_interpolants(MAYBE_UNUSED const struct vrend_context *rctx, static bool vrend_patch_vertex_shader_interpolants(MAYBE_UNUSED const struct vrend_context *rctx,
@ -7214,6 +7211,10 @@ bool vrend_convert_shader(const struct vrend_context *rctx,
key->flatshade); key->flatshade);
} }
VREND_DEBUG(dbg_shader_glsl, rctx, "GLSL:");
VREND_DEBUG_EXT(dbg_shader_glsl, rctx, strarray_dump(shader));
VREND_DEBUG(dbg_shader_glsl, rctx, "\n");
return true; return true;
fail: fail:
strbuf_free(&ctx.glsl_strbufs.glsl_main); strbuf_free(&ctx.glsl_strbufs.glsl_main);
@ -7322,10 +7323,6 @@ static bool vrend_patch_vertex_shader_interpolants(MAYBE_UNUSED const struct vre
} }
} }
VREND_DEBUG(dbg_shader_glsl, rctx, "GLSL:");
VREND_DEBUG_EXT(dbg_shader_glsl, rctx, strarray_dump(prog_strings));
VREND_DEBUG(dbg_shader_glsl, rctx, "\n");
return true; return true;
} }
@ -7530,6 +7527,11 @@ bool vrend_shader_create_passthrough_tcs(const struct vrend_context *rctx,
fill_sinfo(&ctx, sinfo); fill_sinfo(&ctx, sinfo);
set_strbuffers(rctx, &ctx.glsl_strbufs, shader); set_strbuffers(rctx, &ctx.glsl_strbufs, shader);
VREND_DEBUG(dbg_shader_glsl, rctx, "GLSL:");
VREND_DEBUG_EXT(dbg_shader_glsl, rctx, strarray_dump(shader));
VREND_DEBUG(dbg_shader_glsl, rctx, "\n");
return true; return true;
fail: fail:
strbuf_free(&ctx.glsl_strbufs.glsl_main); strbuf_free(&ctx.glsl_strbufs.glsl_main);

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