struct gl_shader_program *shader_prog,
gl_shader_stage stage,
void *mem_ctx,
- bool debug_flag,
bool no_spills,
shader_time_shader_type st_base,
shader_time_shader_type st_written,
virtual vec4_instruction *emit_urb_write_opcode(bool complete) = 0;
virtual int compute_array_stride(ir_dereference_array *ir);
- const bool debug_flag;
-
private:
/**
* If true, then register allocation should fail instead of spilling.
bool no_spills)
: vec4_visitor(brw, &c->base, &c->gp->program.Base, &c->key.base,
&c->prog_data.base, prog, MESA_SHADER_GEOMETRY, mem_ctx,
- INTEL_DEBUG & DEBUG_GS, no_spills,
+ no_spills,
ST_GS, ST_GS_WRITTEN, ST_GS_RESET),
c(c)
{
struct gl_shader_program *shader_prog,
gl_shader_stage stage,
void *mem_ctx,
- bool debug_flag,
bool no_spills,
shader_time_shader_type st_base,
shader_time_shader_type st_written,
fail_msg(NULL),
first_non_payload_grf(0),
need_all_constants_in_pull_buffer(false),
- debug_flag(debug_flag),
no_spills(no_spills),
st_base(st_base),
st_written(st_written),
this->fail_msg = msg;
- if (debug_flag) {
+ if (debug_enabled) {
fprintf(stderr, "%s", msg);
}
}
: vec4_visitor(brw, &vs_compile->base, &vs_compile->vp->program.Base,
&vs_compile->key.base, &vs_prog_data->base, prog,
MESA_SHADER_VERTEX,
- mem_ctx, INTEL_DEBUG & DEBUG_VS, false /* no_spills */,
+ mem_ctx, false /* no_spills */,
ST_VS, ST_VS_WRITTEN, ST_VS_RESET),
vs_compile(vs_compile),
vs_prog_data(vs_prog_data)
struct gl_shader_program *shader_prog)
: vec4_visitor(brw, NULL, NULL, NULL, NULL, shader_prog,
MESA_SHADER_VERTEX, NULL,
- false, false /* no_spills */,
+ false /* no_spills */,
ST_NONE, ST_NONE, ST_NONE)
{
}
struct gl_shader_program *shader_prog)
: vec4_visitor(brw, NULL, NULL, NULL, NULL, shader_prog,
MESA_SHADER_VERTEX, NULL,
- false, false /* no_spills */,
+ false /* no_spills */,
ST_NONE, ST_NONE, ST_NONE)
{
}