anv/pipeline: Dump shader immedately after spirv_to_nir

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This commit is contained in:
Jason Ekstrand
2017-07-12 12:34:00 -07:00
parent 562b8d458c
commit e758b6519d

View File

@@ -83,6 +83,15 @@ void anv_DestroyShaderModule(
#define SPIR_V_MAGIC_NUMBER 0x07230203
static const uint64_t stage_to_debug[] = {
[MESA_SHADER_VERTEX] = DEBUG_VS,
[MESA_SHADER_TESS_CTRL] = DEBUG_TCS,
[MESA_SHADER_TESS_EVAL] = DEBUG_TES,
[MESA_SHADER_GEOMETRY] = DEBUG_GS,
[MESA_SHADER_FRAGMENT] = DEBUG_WM,
[MESA_SHADER_COMPUTE] = DEBUG_CS,
};
/* Eventually, this will become part of anv_CreateShader. Unfortunately,
* we can't do that yet because we don't have the ability to copy nir.
*/
@@ -144,6 +153,12 @@ anv_shader_compile_to_nir(struct anv_pipeline *pipeline,
free(spec_entries);
if (unlikely(INTEL_DEBUG & stage_to_debug[stage])) {
fprintf(stderr, "NIR (from SPIR-V) for %s shader:\n",
gl_shader_stage_name(stage));
nir_print_shader(nir, stderr);
}
/* We have to lower away local constant initializers right before we
* inline functions. That way they get properly initialized at the top
* of the function and not at the top of its caller.