Often, the original shader IR isn't terribly interesting because a lot
of crucial optimizations haven't been done (such as inlining built-ins).
ir_to_mesa used to print this out for us, but since we don't use it, we
have to do it ourselves.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
_mesa_associate_uniform_storage(ctx, shProg, prog->Parameters);
_mesa_reference_program(ctx, &prog, NULL);
+
+ if (ctx->Shader.Flags & GLSL_DUMP) {
+ static const char *target_strings[]
+ = { "vertex", "fragment", "geometry" };
+ printf("\n");
+ printf("GLSL IR for linked %s program %d:\n", target_strings[stage],
+ shProg->Name);
+ _mesa_print_ir(shader->base.ir, NULL);
+ }
}
if (!brw_shader_precompile(ctx, shProg))