}
enum ir3_shader_debug {
- IR3_DBG_SHADER_VS = 0x01,
- IR3_DBG_SHADER_FS = 0x02,
- IR3_DBG_SHADER_CS = 0x04,
- IR3_DBG_DISASM = 0x08,
- IR3_DBG_OPTMSGS = 0x10,
- IR3_DBG_FORCES2EN = 0x20,
- IR3_DBG_NOUBOOPT = 0x40,
+ IR3_DBG_SHADER_VS = 0x001,
+ IR3_DBG_SHADER_TCS = 0x002,
+ IR3_DBG_SHADER_TES = 0x004,
+ IR3_DBG_SHADER_GS = 0x008,
+ IR3_DBG_SHADER_FS = 0x010,
+ IR3_DBG_SHADER_CS = 0x020,
+ IR3_DBG_DISASM = 0x040,
+ IR3_DBG_OPTMSGS = 0x080,
+ IR3_DBG_FORCES2EN = 0x100,
+ IR3_DBG_NOUBOOPT = 0x200,
};
extern enum ir3_shader_debug ir3_shader_debug;
{
switch (type) {
case MESA_SHADER_VERTEX: return !!(ir3_shader_debug & IR3_DBG_SHADER_VS);
+ case MESA_SHADER_TESS_CTRL: return !!(ir3_shader_debug & IR3_DBG_SHADER_TCS);
+ case MESA_SHADER_TESS_EVAL: return !!(ir3_shader_debug & IR3_DBG_SHADER_TES);
+ case MESA_SHADER_GEOMETRY: return !!(ir3_shader_debug & IR3_DBG_SHADER_GS);
case MESA_SHADER_FRAGMENT: return !!(ir3_shader_debug & IR3_DBG_SHADER_FS);
case MESA_SHADER_COMPUTE: return !!(ir3_shader_debug & IR3_DBG_SHADER_CS);
default: