[Mesa-dev] [PATCH] docs: Document shader capturing environment variables.
Tapani Pälli
tapani.palli at intel.com
Tue Sep 12 04:35:52 UTC 2017
Reviewed-by: Tapani Pälli <tapani.palli at intel.com>
On 09/12/2017 03:04 AM, Kenneth Graunke wrote:
> ---
> docs/envvars.html | 2 ++
> docs/shading.html | 15 +++++++++++++++
> 2 files changed, 17 insertions(+)
>
> diff --git a/docs/envvars.html b/docs/envvars.html
> index ca553e5397f..34ff11a7a17 100644
> --- a/docs/envvars.html
> +++ b/docs/envvars.html
> @@ -133,6 +133,8 @@ that variable is set), or else within .cache/mesa within the user's
> home directory.
> <li>MESA_GLSL - <a href="shading.html#envvars">shading language compiler options</a>
> <li>MESA_NO_MINMAX_CACHE - when set, the minmax index cache is globally disabled.
> +<li>MESA_SHADER_CAPTURE_PATH - see <a href="shading.html#capture">Capturing Shaders</a></li>
> +<li>MESA_SHADER_DUMP_PATH and MESA_SHADER_READ_PATH - see <a href="shading.html#replacement">Experimenting with Shader Replacements</a></li>
> </ul>
>
>
> diff --git a/docs/shading.html b/docs/shading.html
> index 8b4cfb36a1f..a0bbe997c1b 100644
> --- a/docs/shading.html
> +++ b/docs/shading.html
> @@ -64,6 +64,7 @@ execution. These are generally used for debugging.
> Example: export MESA_GLSL=dump,nopt
> </p>
>
> +<h3 id="replacement">Experimenting with Shader Replacements</h3>
> <p>
> Shaders can be dumped and replaced on runtime for debugging purposes. This
> feature is not currently supported by SCons build.
> @@ -79,6 +80,20 @@ not clobber the replacement shaders. Also, the filenames of the replacement shad
> should match the filenames of the corresponding dumped shaders.
> </p>
>
> +<h3 id="capture">Capturing Shaders</h3>
> +
> +<p>
> +Setting <b>MESA_SHADER_CAPTURE_PATH</b> to a directory will cause the compiler
> +to write <tt>.shader_test</tt> files for use with
> +<a href="https://cgit.freedesktop.org/mesa/shader-db">shader-db</a>, a tool
> +which compiler developers can use to gather statistics about shaders
> +(instructions, cycles, memory accesses, and so on).
> +</p>
> +<p>
> +Notably, this captures linked GLSL shaders - with all stages together -
> +as well as ARB programs.
> +</p>
> +
> <h2 id="support">GLSL Version</h2>
>
> <p>
>
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