Better than GALLIVM_DEBUG if you're only interested in fragment shaders.
/* Apply optimizations to LLVM IR */
LLVMRunFunctionPassManager(screen->pass, function);
- if (gallivm_debug & GALLIVM_DEBUG_IR) {
+ if ((gallivm_debug & GALLIVM_DEBUG_IR) || (LP_DEBUG & DEBUG_FS)) {
/* Print the LLVM IR to stderr */
lp_debug_dump_value(function);
debug_printf("\n");
variant->jit_function[partial_mask] = (lp_jit_frag_func)pointer_to_func(f);
- if (gallivm_debug & GALLIVM_DEBUG_ASM) {
+ if ((gallivm_debug & GALLIVM_DEBUG_ASM) || (LP_DEBUG & DEBUG_FS)) {
lp_disassemble(f);
}
lp_func_delete_body(function);