Even though both tessellation shader stages must be used together, I
still think it makes sense to add separate debug flags for each stage.
It makes it possible to read the TCS/HS, rule out problems, then read
the TES/DS separately, without sifting through as much printed text.
I decided to add both the GL names (tcs/tes) and hardware names (hs/ds)
so they can be used interchangeably.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
{ "cs", DEBUG_CS },
{ "hex", DEBUG_HEX },
{ "nocompact", DEBUG_NO_COMPACTION },
+ { "hs", DEBUG_TCS },
+ { "tcs", DEBUG_TCS },
+ { "ds", DEBUG_TES },
+ { "tes", DEBUG_TES },
{ NULL, 0 }
};
{
uint64_t flags[] = {
[MESA_SHADER_VERTEX] = DEBUG_VS,
- [MESA_SHADER_TESS_CTRL] = 0,
- [MESA_SHADER_TESS_EVAL] = 0,
+ [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,
#define DEBUG_CS (1ull << 33)
#define DEBUG_HEX (1ull << 34)
#define DEBUG_NO_COMPACTION (1ull << 35)
+#define DEBUG_TCS (1ull << 36)
+#define DEBUG_TES (1ull << 37)
#ifdef HAVE_ANDROID_PLATFORM
#define LOG_TAG "INTEL-MESA"