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authorBrian Paul <brianp@vmware.com>2009-09-29 10:22:32 -0600
committerBrian Paul <brianp@vmware.com>2009-09-29 10:38:02 -0600
commitcb0de06301cd086a02ca709917819119dc1a8fd9 (patch)
treea77293a5b5b52faf2b297643d2dc5b6590b69d88 /src
parentc7aee65bb96df3f8e8421b5125dca84c028e9073 (diff)
mesa: added nopfrag/nopvert options for MESA_GLSL
These options can be used to force vertex/fragment shaders to be no-op shaders (actually, simple pass-through shaders). For debug/test purposes.
Diffstat (limited to 'src')
-rw-r--r--src/mesa/main/mtypes.h2
-rw-r--r--src/mesa/shader/shader_api.c4
-rw-r--r--src/mesa/shader/slang/slang_compile.c10
3 files changed, 16 insertions, 0 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index d7bf7689f3..d005064645 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2066,6 +2066,8 @@ struct gl_shader_program
#define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
#define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
#define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
+#define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
+#define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
/**
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index 178b7d0dba..6b19b4c46b 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -380,6 +380,10 @@ get_shader_flags(void)
flags |= GLSL_DUMP;
if (_mesa_strstr(env, "log"))
flags |= GLSL_LOG;
+ if (_mesa_strstr(env, "nopvert"))
+ flags |= GLSL_NOP_VERT;
+ if (_mesa_strstr(env, "nopfrag"))
+ flags |= GLSL_NOP_FRAG;
if (_mesa_strstr(env, "nopt"))
flags |= GLSL_NO_OPT;
else if (_mesa_strstr(env, "opt"))
diff --git a/src/mesa/shader/slang/slang_compile.c b/src/mesa/shader/slang/slang_compile.c
index c1b97c7cb7..a270888443 100644
--- a/src/mesa/shader/slang/slang_compile.c
+++ b/src/mesa/shader/slang/slang_compile.c
@@ -2814,6 +2814,16 @@ _slang_compile(GLcontext *ctx, struct gl_shader *shader)
(ctx->Shader.Flags & GLSL_NO_OPT) == 0) {
_mesa_optimize_program(ctx, shader->Program);
}
+ if ((ctx->Shader.Flags & GLSL_NOP_VERT) &&
+ shader->Program->Target == GL_VERTEX_PROGRAM_ARB) {
+ _mesa_nop_vertex_program(ctx,
+ (struct gl_vertex_program *) shader->Program);
+ }
+ if ((ctx->Shader.Flags & GLSL_NOP_FRAG) &&
+ shader->Program->Target == GL_FRAGMENT_PROGRAM_ARB) {
+ _mesa_nop_fragment_program(ctx,
+ (struct gl_fragment_program *) shader->Program);
+ }
}
if (ctx->Shader.Flags & GLSL_LOG) {