Mesa (master): meta: Set some object labels on our meta shaders.

Eric Anholt anholt at kemper.freedesktop.org
Sun Feb 23 03:24:01 UTC 2014


Module: Mesa
Branch: master
Commit: 0e2c7e2f6ecfc2f5bf74e99955a175caa2f4515f
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=0e2c7e2f6ecfc2f5bf74e99955a175caa2f4515f

Author: Eric Anholt <eric at anholt.net>
Date:   Thu Feb 20 13:22:12 2014 -0800

meta: Set some object labels on our meta shaders.

Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
Reviewed-by: Matt Turner <mattst88 at gmail.com>

---

 src/mesa/drivers/common/meta.c      |    6 ++++++
 src/mesa/drivers/common/meta_blit.c |    8 ++++++++
 2 files changed, 14 insertions(+)

diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 2dec2c3..d415e61 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -52,6 +52,7 @@
 #include "main/matrix.h"
 #include "main/mipmap.h"
 #include "main/multisample.h"
+#include "main/objectlabel.h"
 #include "main/pixel.h"
 #include "main/pbo.h"
 #include "main/polygon.h"
@@ -178,6 +179,7 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
    GLuint vs, fs;
    void *const mem_ctx = ralloc_context(NULL);
    struct blit_shader *shader = choose_blit_shader(target, table);
+   char *name;
 
    assert(shader != NULL);
 
@@ -253,6 +255,8 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
    _mesa_BindAttribLocation(shader->shader_prog, 0, "position");
    _mesa_BindAttribLocation(shader->shader_prog, 1, "texcoords");
    _mesa_meta_link_program_with_debug(ctx, shader->shader_prog);
+   name = ralloc_asprintf(mem_ctx, "%s blit", shader->type);
+   _mesa_ObjectLabel(GL_PROGRAM, shader->shader_prog, -1, name);
    ralloc_free(mem_ctx);
 
    _mesa_UseProgram(shader->shader_prog);
@@ -1605,6 +1609,8 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
        * BindFragDataLocation to 0.
        */
 
+      _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
+                        "integer clear");
       _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
 
       clear->IntegerColorLocation =
diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
index 112fbb1..1bc5d94 100644
--- a/src/mesa/drivers/common/meta_blit.c
+++ b/src/mesa/drivers/common/meta_blit.c
@@ -36,6 +36,7 @@
 #include "main/macros.h"
 #include "main/matrix.h"
 #include "main/multisample.h"
+#include "main/objectlabel.h"
 #include "main/readpix.h"
 #include "main/shaderapi.h"
 #include "main/texobj.h"
@@ -96,6 +97,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
    bool dst_is_msaa = false;
    GLenum src_datatype;
    const char *vec4_prefix;
+   char *name;
 
    if (src_rb) {
       src_datatype = _mesa_get_format_datatype(src_rb->Format);
@@ -172,6 +174,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
       if (dst_is_msaa) {
          arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
          sample_index = "gl_SampleID";
+         name = "depth MSAA copy";
       } else {
          /* Don't need that extension, since we're drawing to a single-sampled
           * destination.
@@ -188,6 +191,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
           * We're slacking and instead of choosing centermost, we've got 0.
           */
          sample_index = "0";
+         name = "depth MSAA resolve";
       }
 
       vs_source = ralloc_asprintf(mem_ctx,
@@ -222,6 +226,9 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
       char *sample_resolve;
       const char *arb_sample_shading_extension_string;
       const char *merge_function;
+      name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
+                             vec4_prefix,
+                             dst_is_msaa ? "copy" : "resolve");
 
       samples = MAX2(src_rb->NumSamples, 1);
 
@@ -329,6 +336,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
    _mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 0, "position");
    _mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 1, "texcoords");
    _mesa_meta_link_program_with_debug(ctx, blit->msaa_shaders[shader_index]);
+   _mesa_ObjectLabel(GL_PROGRAM, blit->msaa_shaders[shader_index], -1, name);
    ralloc_free(mem_ctx);
 
    _mesa_UseProgram(blit->msaa_shaders[shader_index]);




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