generator(brw->intelScreen->compiler, brw,
mem_ctx, (void *) rzalloc(mem_ctx, struct brw_wm_prog_key),
(struct brw_stage_prog_data *) rzalloc(mem_ctx, struct brw_wm_prog_data),
- 0, false, "BLORP")
+ 0, false, MESA_SHADER_FRAGMENT)
{
if (debug_flag)
generator.enable_debug("blorp");
}
fs_generator g(compiler, log_data, mem_ctx, (void *) key, &prog_data->base,
- v.promoted_constants, v.runtime_check_aads_emit, "FS");
+ v.promoted_constants, v.runtime_check_aads_emit,
+ MESA_SHADER_FRAGMENT);
if (unlikely(INTEL_DEBUG & DEBUG_WM)) {
g.enable_debug(ralloc_asprintf(mem_ctx, "%s fragment shader %s",
}
fs_generator g(compiler, log_data, mem_ctx, (void*) key, &prog_data->base,
- v8.promoted_constants, v8.runtime_check_aads_emit, "CS");
+ v8.promoted_constants, v8.runtime_check_aads_emit,
+ MESA_SHADER_COMPUTE);
if (INTEL_DEBUG & DEBUG_CS) {
char *name = ralloc_asprintf(mem_ctx, "%s compute shader %s",
shader->info.label ? shader->info.label :
struct brw_stage_prog_data *prog_data,
unsigned promoted_constants,
bool runtime_check_aads_emit,
- const char *stage_abbrev);
+ gl_shader_stage stage);
~fs_generator();
void enable_debug(const char *shader_name);
bool runtime_check_aads_emit;
bool debug_flag;
const char *shader_name;
- const char *stage_abbrev;
+ gl_shader_stage stage;
void *mem_ctx;
};
struct brw_stage_prog_data *prog_data,
unsigned promoted_constants,
bool runtime_check_aads_emit,
- const char *stage_abbrev)
+ gl_shader_stage stage)
: compiler(compiler), log_data(log_data),
devinfo(compiler->devinfo), key(key),
prog_data(prog_data),
promoted_constants(promoted_constants),
runtime_check_aads_emit(runtime_check_aads_emit), debug_flag(false),
- stage_abbrev(stage_abbrev), mem_ctx(mem_ctx)
+ stage(stage), mem_ctx(mem_ctx)
{
p = rzalloc(mem_ctx, struct brw_codegen);
brw_init_codegen(devinfo, p, mem_ctx);
"%s SIMD%d shader: %d inst, %d loops, %u cycles, "
"%d:%d spills:fills, Promoted %u constants, "
"compacted %d to %d bytes.",
- stage_abbrev, dispatch_width, before_size / 16,
+ _mesa_shader_stage_to_abbrev(stage),
+ dispatch_width, before_size / 16,
loop_count, cfg->cycle_count, spill_count,
fill_count, promoted_constants, before_size,
after_size);
fs_generator g(compiler, log_data, mem_ctx, (void *) key,
&prog_data->base.base, v.promoted_constants, false,
- "TES");
+ MESA_SHADER_TESS_EVAL);
if (unlikely(INTEL_DEBUG & DEBUG_TES)) {
g.enable_debug(ralloc_asprintf(mem_ctx,
"%s tessellation evaluation shader %s",
fs_generator g(compiler, log_data, mem_ctx, (void *) key,
&prog_data->base.base, v.promoted_constants,
- v.runtime_check_aads_emit, "VS");
+ v.runtime_check_aads_emit, MESA_SHADER_VERTEX);
if (INTEL_DEBUG & DEBUG_VS) {
const char *debug_name =
ralloc_asprintf(mem_ctx, "%s vertex shader %s",
fs_generator g(compiler, log_data, mem_ctx, &c.key,
&prog_data->base.base, v.promoted_constants,
- false, "GS");
+ false, MESA_SHADER_GEOMETRY);
if (unlikely(INTEL_DEBUG & DEBUG_GS)) {
const char *label =
shader->info.label ? shader->info.label : "unnamed";