glsl: new MESA_GLSL env var for GLSL debugging features

Replaces the VERBOSE_GLSL, VERBOSE_GLSL_DUMP flags which only worked in debug
builds.  MESA_GLSL will work both in debug and non-debug builds.
Also add facility to dump glUniform() calls to stdout.
This commit is contained in:
Brian Paul
2009-02-06 10:21:36 -07:00
parent 6ce0c6e743
commit e01a03d222
6 changed files with 85 additions and 20 deletions

View File

@@ -164,9 +164,7 @@ static void add_debug_flags( const char *debug )
{ "api", VERBOSE_API },
{ "list", VERBOSE_DISPLAY_LIST },
{ "lighting", VERBOSE_LIGHTING },
{ "disassem", VERBOSE_DISASSEM },
{ "glsl", VERBOSE_GLSL }, /* report GLSL compile/link errors */
{ "glsl_dump", VERBOSE_GLSL_DUMP } /* print shader GPU instructions */
{ "disassem", VERBOSE_DISASSEM }
};
GLuint i;

View File

@@ -2162,6 +2162,13 @@ struct gl_shader_program
};
#define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
#define GLSL_LOG 0x2 /**< Write shaders to files */
#define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
#define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
#define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
/**
* Context state for GLSL vertex/fragment shaders.
*/
@@ -2173,6 +2180,7 @@ struct gl_shader_state
GLboolean EmitCondCodes; /**< Use condition codes? */
GLboolean EmitComments; /**< Annotated instructions */
void *MemPool;
GLbitfield Flags; /**< Mask of GLSL_x flags */
};
@@ -3163,8 +3171,6 @@ enum _verbose
VERBOSE_PRIMS = 0x0400,
VERBOSE_VERTS = 0x0800,
VERBOSE_DISASSEM = 0x1000,
VERBOSE_GLSL = 0x2000,
VERBOSE_GLSL_DUMP = 0x4000
};

View File

@@ -370,6 +370,31 @@ _mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller)
}
/**
* Return mask of GLSL_x flags by examining the MESA_GLSL env var.
*/
static GLbitfield
get_shader_flags(void)
{
GLbitfield flags = 0x0;
const char *env = _mesa_getenv("MESA_GLSL");
if (env) {
if (_mesa_strstr(env, "dump"))
flags |= GLSL_DUMP;
if (_mesa_strstr(env, "log"))
flags |= GLSL_LOG;
if (_mesa_strstr(env, "nopt"))
flags |= GLSL_NO_OPT;
else if (_mesa_strstr(env, "opt"))
flags |= GLSL_OPT;
if (_mesa_strstr(env, "uniform"))
flags |= GLSL_UNIFORMS;
}
return flags;
}
/**
* Initialize context's shader state.
@@ -383,6 +408,7 @@ _mesa_init_shader_state(GLcontext * ctx)
ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
ctx->Shader.EmitCondCodes = GL_TRUE; /* XXX probably want GL_FALSE... */
ctx->Shader.EmitComments = GL_FALSE;
ctx->Shader.Flags = get_shader_flags();
}
@@ -1613,6 +1639,7 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
struct gl_uniform *uniform;
GLint elems, offset;
GLenum basicType;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
@@ -1636,19 +1663,35 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
switch (type) {
case GL_FLOAT:
basicType = GL_FLOAT;
elems = 1;
break;
case GL_INT:
basicType = GL_INT;
elems = 1;
break;
case GL_FLOAT_VEC2:
basicType = GL_FLOAT;
elems = 2;
break;
case GL_INT_VEC2:
basicType = GL_INT;
elems = 2;
break;
case GL_FLOAT_VEC3:
basicType = GL_FLOAT;
elems = 3;
break;
case GL_INT_VEC3:
basicType = GL_INT;
elems = 3;
break;
case GL_FLOAT_VEC4:
basicType = GL_FLOAT;
elems = 4;
break;
case GL_INT_VEC4:
basicType = GL_INT;
elems = 4;
break;
default:
@@ -1660,6 +1703,25 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
uniform = &shProg->Uniforms->Uniforms[location];
if (ctx->Shader.Flags & GLSL_UNIFORMS) {
GLint i;
_mesa_printf("Mesa: set program %u uniform %s (loc %d) to: ",
shProg->Name, uniform->Name, location);
if (basicType == GL_INT) {
const GLint *v = (const GLint *) values;
for (i = 0; i < count * elems; i++) {
_mesa_printf("%d ", v[i]);
}
}
else {
const GLfloat *v = (const GLfloat *) values;
for (i = 0; i < count * elems; i++) {
_mesa_printf("%g ", v[i]);
}
}
_mesa_printf("\n");
}
/* A uniform var may be used by both a vertex shader and a fragment
* shader. We may need to update one or both shader's uniform here:
*/

View File

@@ -2796,9 +2796,9 @@ _slang_compile(GLcontext *ctx, struct gl_shader *shader)
shader->CompileStatus = success;
#if 0
_mesa_write_shader_to_file(shader);
#endif
if (ctx->Shader.Flags & GLSL_LOG) {
_mesa_write_shader_to_file(shader);
}
return success;
}

View File

@@ -675,12 +675,12 @@ _slang_link(GLcontext *ctx,
/* notify driver that a new fragment program has been compiled/linked */
ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
&shProg->FragmentProgram->Base);
if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
printf("Mesa original fragment program:\n");
if (ctx->Shader.Flags & GLSL_DUMP) {
_mesa_printf("Mesa pre-link fragment program:\n");
_mesa_print_program(&fragProg->Base);
_mesa_print_program_parameters(ctx, &fragProg->Base);
printf("Mesa post-link fragment program:\n");
_mesa_printf("Mesa post-link fragment program:\n");
_mesa_print_program(&shProg->FragmentProgram->Base);
_mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
}
@@ -693,20 +693,23 @@ _slang_link(GLcontext *ctx,
/* notify driver that a new vertex program has been compiled/linked */
ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
&shProg->VertexProgram->Base);
if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
printf("Mesa original vertex program:\n");
if (ctx->Shader.Flags & GLSL_DUMP) {
_mesa_printf("Mesa pre-link vertex program:\n");
_mesa_print_program(&vertProg->Base);
_mesa_print_program_parameters(ctx, &vertProg->Base);
printf("Mesa post-link vertex program:\n");
_mesa_printf("Mesa post-link vertex program:\n");
_mesa_print_program(&shProg->VertexProgram->Base);
_mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
}
}
if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
printf("Varying vars:\n");
if (ctx->Shader.Flags & GLSL_DUMP) {
_mesa_printf("Varying vars:\n");
_mesa_print_parameter_list(shProg->Varying);
if (shProg->InfoLog) {
_mesa_printf("Info Log: %s\n", shProg->InfoLog);
}
}
shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);

View File

@@ -77,10 +77,6 @@ slang_info_log_message(slang_info_log * log, const char *prefix,
slang_string_concat(log->text, msg);
slang_string_concat(log->text, "\n");
if (MESA_VERBOSE & VERBOSE_GLSL) {
_mesa_printf("Mesa: GLSL %s", log->text);
}
return 1;
}