glsl: add param to force shader recompile
This will be used to skip checking the cache and force a recompile. Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
This commit is contained in:

committed by
Timothy Arceri

parent
4026b45bbc
commit
0bf21519b7
@@ -1911,7 +1911,7 @@ do_late_parsing_checks(struct _mesa_glsl_parse_state *state)
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void
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void
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_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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bool dump_ast, bool dump_hir)
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bool dump_ast, bool dump_hir, bool force_recompile)
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{
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{
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struct _mesa_glsl_parse_state *state =
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struct _mesa_glsl_parse_state *state =
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new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
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new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
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@@ -33,7 +33,7 @@ struct gl_shader_program;
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extern void
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extern void
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_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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bool dump_ast, bool dump_hir);
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bool dump_ast, bool dump_hir, bool force_recompile);
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#ifdef __cplusplus
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#ifdef __cplusplus
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} /* extern "C" */
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} /* extern "C" */
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@@ -381,7 +381,8 @@ compile_shader(struct gl_context *ctx, struct gl_shader *shader)
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struct _mesa_glsl_parse_state *state =
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struct _mesa_glsl_parse_state *state =
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new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
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new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
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_mesa_glsl_compile_shader(ctx, shader, options->dump_ast, options->dump_hir);
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_mesa_glsl_compile_shader(ctx, shader, options->dump_ast,
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options->dump_hir, true);
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/* Print out the resulting IR */
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/* Print out the resulting IR */
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if (!state->error && options->dump_lir) {
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if (!state->error && options->dump_lir) {
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@@ -1036,7 +1036,7 @@ _mesa_compile_shader(struct gl_context *ctx, struct gl_shader *sh)
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/* this call will set the shader->CompileStatus field to indicate if
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/* this call will set the shader->CompileStatus field to indicate if
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* compilation was successful.
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* compilation was successful.
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*/
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*/
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_mesa_glsl_compile_shader(ctx, sh, false, false);
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_mesa_glsl_compile_shader(ctx, sh, false, false, false);
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if (ctx->_Shader->Flags & GLSL_LOG) {
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if (ctx->_Shader->Flags & GLSL_LOG) {
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_mesa_write_shader_to_file(sh);
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_mesa_write_shader_to_file(sh);
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