[Mesa-dev] [PATCH 1/8] meta: Set some object labels on our meta shaders.
Ian Romanick
idr at freedesktop.org
Fri Feb 21 17:13:10 PST 2014
I really like using the object label in logging. Series is
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
On 02/21/2014 11:32 AM, Eric Anholt wrote:
> ---
> 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 34b58d9..43fa761 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"
> @@ -104,6 +105,7 @@ 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);
> @@ -180,6 +182,7 @@ 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.
> @@ -196,6 +199,7 @@ 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,
> @@ -230,6 +234,9 @@ 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");
>
> if (dst_is_msaa) {
> arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
> @@ -332,6 +339,7 @@ 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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