shader = (brw_shader *) prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (unlikely(INTEL_DEBUG & DEBUG_WM))
- brw_dump_ir(brw, "fragment", prog, &shader->base, &fp->Base);
+ brw_dump_ir("fragment", prog, &shader->base, &fp->Base);
/* Now the main event: Visit the shader IR and generate our FS IR for it.
*/
}
void
-brw_dump_ir(struct brw_context *brw, const char *stage,
- struct gl_shader_program *shader_prog,
+brw_dump_ir(const char *stage, struct gl_shader_program *shader_prog,
struct gl_shader *shader, struct gl_program *prog)
{
if (shader_prog) {
brw_stage_prog_data_free(const void *prog_data);
void
-brw_dump_ir(struct brw_context *brw, const char *stage,
- struct gl_shader_program *shader_prog,
+brw_dump_ir(const char *stage, struct gl_shader_program *shader_prog,
struct gl_shader *shader, struct gl_program *prog);
#ifdef __cplusplus
shader = (brw_shader *) prog->_LinkedShaders[MESA_SHADER_VERTEX];
if (unlikely(INTEL_DEBUG & DEBUG_VS))
- brw_dump_ir(brw, "vertex", prog, &shader->base, &c->vp->program.Base);
+ brw_dump_ir("vertex", prog, &shader->base, &c->vp->program.Base);
vec4_vs_visitor v(brw, c, prog_data, prog, mem_ctx);
if (!v.run()) {
struct brw_shader *shader =
(brw_shader *) prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
- brw_dump_ir(brw, "geometry", prog, &shader->base, NULL);
+ brw_dump_ir("geometry", prog, &shader->base, NULL);
}
if (brw->gen >= 7) {