mesa: compute, print shader checksum
authorBrian Paul <brianp@vmware.com>
Tue, 4 Aug 2009 21:35:48 +0000 (15:35 -0600)
committerBrian Paul <brianp@vmware.com>
Tue, 4 Aug 2009 21:36:29 +0000 (15:36 -0600)
src/mesa/shader/shader_api.c

index 648fbc186bbedc130fa18f933df1e99ca3e3f9c4..9cfc6dd81c58dc17c4fecef5a4903559867c0907 100644 (file)
@@ -1431,6 +1431,9 @@ _mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
    }
    sh->Source = source;
    sh->CompileStatus = GL_FALSE;
+#ifdef DEBUG
+   sh->SourceChecksum = _mesa_str_checksum(sh->Source);
+#endif
 }
 
 
@@ -1506,9 +1509,10 @@ _mesa_use_program(GLcontext *ctx, GLuint program)
          GLuint i;
          _mesa_printf("Use Shader %u\n", shProg->Name);
          for (i = 0; i < shProg->NumShaders; i++) {
-            _mesa_printf(" shader %u, type 0x%x\n",
+            _mesa_printf(" shader %u, type 0x%x, checksum %u\n",
                          shProg->Shaders[i]->Name,
-                         shProg->Shaders[i]->Type);
+                         shProg->Shaders[i]->Type,
+                         shProg->Shaders[i]->SourceChecksum);
          }
          if (shProg->VertexProgram)
             printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);