struct brw_vs_prog_data *data = get_vs_prog_data(brw->shader_prog);
- vs_data_dump(stdout, data);
-
if (data->uses_vertexid)
pipe_shader->uses |= INTEL_SHADER_USE_VID;
pipe_shader->out_count = data->base.vue_map.num_slots;// = 2;
pipe_shader->urb_grf_start = data->base.dispatch_grf_start_reg;// = 1;
pipe_shader->surface_count = data->base.base.binding_table.size_bytes / 4;
- printf("out_count: %d\n", pipe_shader->out_count);
- fprintf(stdout,"\nISA generated by compiler:\n");
- fprintf(stdout,"ISA size: %i\n", pipe_shader->codeSize);
- hexdump(stdout, pipe_shader->pCode, pipe_shader->codeSize);
- fflush(stdout);
+ if (unlikely(INTEL_DEBUG & DEBUG_VS)) {
+ printf("out_count: %d\n", pipe_shader->out_count);
+
+ vs_data_dump(stdout, data);
+
+ fprintf(stdout,"\nISA generated by compiler:\n");
+ fprintf(stdout,"ISA size: %i\n", pipe_shader->codeSize);
+ hexdump(stdout, pipe_shader->pCode, pipe_shader->codeSize);
+ fflush(stdout);
+ }
}
break;
struct brw_wm_prog_data *data = get_wm_prog_data(brw->shader_prog);
- // print out the supporting structures generated by the BE compile:
- fs_data_dump(stdout, data);
-
pipe_shader->surface_count = data->base.binding_table.size_bytes / 4;
pipe_shader->urb_grf_start = data->first_curbe_grf;
pipe_shader->in_count = data->num_varying_inputs;
- printf("in_count: %d\n", pipe_shader->in_count);
// Ensure this is 1:1, or create a converter
pipe_shader->barycentric_interps = data->barycentric_interp_modes;
pipe_shader->out_count = 1;
pipe_shader->uses; // ??
+ if (unlikely(INTEL_DEBUG & DEBUG_WM)) {
+ // print out the supporting structures generated by the BE compile:
+ fs_data_dump(stdout, data);
+
+ printf("in_count: %d\n", pipe_shader->in_count);
- fprintf(stdout,"\nISA generated by compiler:\n");
- fprintf(stdout,"ISA size: %i\n", pipe_shader->codeSize);
- hexdump(stdout, pipe_shader->pCode, pipe_shader->codeSize);
- fflush(stdout);
+ fprintf(stdout,"\nISA generated by compiler:\n");
+ fprintf(stdout,"ISA size: %i\n", pipe_shader->codeSize);
+ hexdump(stdout, pipe_shader->pCode, pipe_shader->codeSize);
+ fflush(stdout);
+ }
}
break;