mesa: move some uniform debug code from draws to state changes

This is a step towards removing _mesa_valid_to_render.

I don't know what this code does. This commit probably breaks it, but it
doesn't seem important. We could remove the code.

Reviewed-by: Zoltán Böszörményi <zboszor@gmail.com>
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8798>
This commit is contained in:
Marek Olšák 2021-01-30 19:01:36 -05:00 committed by Marge Bot
parent ba10295bf8
commit 8e747d9af0

View file

@ -183,33 +183,6 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
return GL_FALSE;
}
#ifdef DEBUG
if (ctx->_Shader->Flags & GLSL_LOG) {
struct gl_program **prog = ctx->_Shader->CurrentProgram;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog[i] == NULL || prog[i]->_Used)
continue;
/* This is the first time this shader is being used.
* Append shader's constants/uniforms to log file.
*
* Only log data for the program target that matches the shader
* target. It's possible to have a program bound to the vertex
* shader target that also supplied a fragment shader. If that
* program isn't also bound to the fragment shader target we don't
* want to log its fragment data.
*/
_mesa_append_uniforms_to_file(prog[i]);
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog[i] != NULL)
prog[i]->_Used = GL_TRUE;
}
}
#endif
return GL_TRUE;
}
@ -521,6 +494,33 @@ _mesa_update_valid_to_render_state(struct gl_context *ctx)
mask &= ~(1 << GL_PATCHES);
}
#ifdef DEBUG
if (shader->Flags & GLSL_LOG) {
struct gl_program **prog = shader->CurrentProgram;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog[i] == NULL || prog[i]->_Used)
continue;
/* This is the first time this shader is being used.
* Append shader's constants/uniforms to log file.
*
* Only log data for the program target that matches the shader
* target. It's possible to have a program bound to the vertex
* shader target that also supplied a fragment shader. If that
* program isn't also bound to the fragment shader target we don't
* want to log its fragment data.
*/
_mesa_append_uniforms_to_file(prog[i]);
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog[i] != NULL)
prog[i]->_Used = GL_TRUE;
}
}
#endif
ctx->ValidPrimMask = mask;
}