*
**************************************************************************/
+DEBUG_GET_ONCE_BOOL_OPTION(dump_shaders, "D3D1X_DUMP_SHADERS", FALSE);
+
/* These cap sets are much more correct than the ones in u_caps.c */
/* TODO: it seems cube levels should be the same as 2D levels */
#endif
)
{
+ bool dump = debug_get_option_dump_shaders();
+
dxbc_chunk_header* sm4_chunk = dxbc_find_shader_bytecode(shader_bytecode, bytecode_length);
if(!sm4_chunk)
return 0;
if(!sm4.get())
return 0;
+ if(dump)
+ sm4->dump();
+
struct pipe_shader_state tgsi_shader;
memset(&tgsi_shader, 0, sizeof(tgsi_shader));
tgsi_shader.tokens = (const tgsi_token*)sm4_to_tgsi(*sm4);
if(!tgsi_shader.tokens)
return 0;
+ if(dump)
+ tgsi_dump(tgsi_shader.tokens, 0);
+
void* shader_cso;
GalliumD3D11Shader<>* shader;