glsl: shader-enum to name debug fxns

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
This commit is contained in:
Rob Clark 2015-09-11 12:48:05 -04:00
parent 5bb41d9094
commit f2533f2f8c
4 changed files with 261 additions and 1 deletions

View file

@ -62,6 +62,7 @@ AM_CPPFLAGS = \
noinst_LTLIBRARIES = libglsl_util.la
libglsl_util_la_SOURCES = \
glsl/shader_enums.c \
mesa/main/imports.c \
mesa/program/prog_hash_table.c \
mesa/program/symbol_table.c \

204
src/glsl/shader_enums.c Normal file
View file

@ -0,0 +1,204 @@
/*
* Mesa 3-D graphics library
*
* Copyright © 2015 Red Hat
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#include "glsl/shader_enums.h"
#include "util/macros.h"
#define ENUM(x) [x] = #x
#define NAME(val) ((((val) < ARRAY_SIZE(names)) && names[(val)]) ? names[(val)] : "UNKNOWN")
const char * gl_shader_stage_name(gl_shader_stage stage)
{
static const char *names[] = {
ENUM(MESA_SHADER_VERTEX),
ENUM(MESA_SHADER_TESS_CTRL),
ENUM(MESA_SHADER_TESS_EVAL),
ENUM(MESA_SHADER_GEOMETRY),
ENUM(MESA_SHADER_FRAGMENT),
ENUM(MESA_SHADER_COMPUTE),
};
return NAME(stage);
}
const char * gl_vert_attrib_name(gl_vert_attrib attrib)
{
static const char *names[] = {
ENUM(VERT_ATTRIB_POS),
ENUM(VERT_ATTRIB_WEIGHT),
ENUM(VERT_ATTRIB_NORMAL),
ENUM(VERT_ATTRIB_COLOR0),
ENUM(VERT_ATTRIB_COLOR1),
ENUM(VERT_ATTRIB_FOG),
ENUM(VERT_ATTRIB_COLOR_INDEX),
ENUM(VERT_ATTRIB_EDGEFLAG),
ENUM(VERT_ATTRIB_TEX0),
ENUM(VERT_ATTRIB_TEX1),
ENUM(VERT_ATTRIB_TEX2),
ENUM(VERT_ATTRIB_TEX3),
ENUM(VERT_ATTRIB_TEX4),
ENUM(VERT_ATTRIB_TEX5),
ENUM(VERT_ATTRIB_TEX6),
ENUM(VERT_ATTRIB_TEX7),
ENUM(VERT_ATTRIB_POINT_SIZE),
ENUM(VERT_ATTRIB_GENERIC0),
ENUM(VERT_ATTRIB_GENERIC1),
ENUM(VERT_ATTRIB_GENERIC2),
ENUM(VERT_ATTRIB_GENERIC3),
ENUM(VERT_ATTRIB_GENERIC4),
ENUM(VERT_ATTRIB_GENERIC5),
ENUM(VERT_ATTRIB_GENERIC6),
ENUM(VERT_ATTRIB_GENERIC7),
ENUM(VERT_ATTRIB_GENERIC8),
ENUM(VERT_ATTRIB_GENERIC9),
ENUM(VERT_ATTRIB_GENERIC10),
ENUM(VERT_ATTRIB_GENERIC11),
ENUM(VERT_ATTRIB_GENERIC12),
ENUM(VERT_ATTRIB_GENERIC13),
ENUM(VERT_ATTRIB_GENERIC14),
ENUM(VERT_ATTRIB_GENERIC15),
};
return NAME(attrib);
}
const char * gl_varying_slot_name(gl_varying_slot slot)
{
static const char *names[] = {
ENUM(VARYING_SLOT_POS),
ENUM(VARYING_SLOT_COL0),
ENUM(VARYING_SLOT_COL1),
ENUM(VARYING_SLOT_FOGC),
ENUM(VARYING_SLOT_TEX0),
ENUM(VARYING_SLOT_TEX1),
ENUM(VARYING_SLOT_TEX2),
ENUM(VARYING_SLOT_TEX3),
ENUM(VARYING_SLOT_TEX4),
ENUM(VARYING_SLOT_TEX5),
ENUM(VARYING_SLOT_TEX6),
ENUM(VARYING_SLOT_TEX7),
ENUM(VARYING_SLOT_PSIZ),
ENUM(VARYING_SLOT_BFC0),
ENUM(VARYING_SLOT_BFC1),
ENUM(VARYING_SLOT_EDGE),
ENUM(VARYING_SLOT_CLIP_VERTEX),
ENUM(VARYING_SLOT_CLIP_DIST0),
ENUM(VARYING_SLOT_CLIP_DIST1),
ENUM(VARYING_SLOT_PRIMITIVE_ID),
ENUM(VARYING_SLOT_LAYER),
ENUM(VARYING_SLOT_VIEWPORT),
ENUM(VARYING_SLOT_FACE),
ENUM(VARYING_SLOT_PNTC),
ENUM(VARYING_SLOT_TESS_LEVEL_OUTER),
ENUM(VARYING_SLOT_TESS_LEVEL_INNER),
ENUM(VARYING_SLOT_VAR0),
ENUM(VARYING_SLOT_VAR1),
ENUM(VARYING_SLOT_VAR2),
ENUM(VARYING_SLOT_VAR3),
ENUM(VARYING_SLOT_VAR4),
ENUM(VARYING_SLOT_VAR5),
ENUM(VARYING_SLOT_VAR6),
ENUM(VARYING_SLOT_VAR7),
ENUM(VARYING_SLOT_VAR8),
ENUM(VARYING_SLOT_VAR9),
ENUM(VARYING_SLOT_VAR10),
ENUM(VARYING_SLOT_VAR11),
ENUM(VARYING_SLOT_VAR12),
ENUM(VARYING_SLOT_VAR13),
ENUM(VARYING_SLOT_VAR14),
ENUM(VARYING_SLOT_VAR15),
ENUM(VARYING_SLOT_VAR16),
ENUM(VARYING_SLOT_VAR17),
ENUM(VARYING_SLOT_VAR18),
ENUM(VARYING_SLOT_VAR19),
ENUM(VARYING_SLOT_VAR20),
ENUM(VARYING_SLOT_VAR21),
ENUM(VARYING_SLOT_VAR22),
ENUM(VARYING_SLOT_VAR23),
ENUM(VARYING_SLOT_VAR24),
ENUM(VARYING_SLOT_VAR25),
ENUM(VARYING_SLOT_VAR26),
ENUM(VARYING_SLOT_VAR27),
ENUM(VARYING_SLOT_VAR28),
ENUM(VARYING_SLOT_VAR29),
ENUM(VARYING_SLOT_VAR30),
ENUM(VARYING_SLOT_VAR31),
};
return NAME(slot);
}
const char * gl_system_value_name(gl_system_value sysval)
{
static const char *names[] = {
ENUM(SYSTEM_VALUE_VERTEX_ID),
ENUM(SYSTEM_VALUE_INSTANCE_ID),
ENUM(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE),
ENUM(SYSTEM_VALUE_BASE_VERTEX),
ENUM(SYSTEM_VALUE_INVOCATION_ID),
ENUM(SYSTEM_VALUE_FRONT_FACE),
ENUM(SYSTEM_VALUE_SAMPLE_ID),
ENUM(SYSTEM_VALUE_SAMPLE_POS),
ENUM(SYSTEM_VALUE_SAMPLE_MASK_IN),
ENUM(SYSTEM_VALUE_TESS_COORD),
ENUM(SYSTEM_VALUE_VERTICES_IN),
ENUM(SYSTEM_VALUE_PRIMITIVE_ID),
ENUM(SYSTEM_VALUE_TESS_LEVEL_OUTER),
ENUM(SYSTEM_VALUE_TESS_LEVEL_INNER),
ENUM(SYSTEM_VALUE_LOCAL_INVOCATION_ID),
ENUM(SYSTEM_VALUE_WORK_GROUP_ID),
};
return NAME(sysval);
}
const char * glsl_interp_qualifier_name(enum glsl_interp_qualifier qual)
{
static const char *names[] = {
ENUM(INTERP_QUALIFIER_NONE),
ENUM(INTERP_QUALIFIER_SMOOTH),
ENUM(INTERP_QUALIFIER_FLAT),
ENUM(INTERP_QUALIFIER_NOPERSPECTIVE),
};
return NAME(qual);
}
const char * gl_frag_result_name(gl_frag_result result)
{
static const char *names[] = {
ENUM(FRAG_RESULT_DEPTH),
ENUM(FRAG_RESULT_STENCIL),
ENUM(FRAG_RESULT_COLOR),
ENUM(FRAG_RESULT_SAMPLE_MASK),
ENUM(FRAG_RESULT_DATA0),
ENUM(FRAG_RESULT_DATA1),
ENUM(FRAG_RESULT_DATA2),
ENUM(FRAG_RESULT_DATA3),
ENUM(FRAG_RESULT_DATA4),
ENUM(FRAG_RESULT_DATA5),
ENUM(FRAG_RESULT_DATA6),
ENUM(FRAG_RESULT_DATA7),
};
return NAME(result);
}

View file

@ -43,6 +43,8 @@ typedef enum
MESA_SHADER_COMPUTE = 5,
} gl_shader_stage;
const char * gl_shader_stage_name(gl_shader_stage stage);
#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
@ -91,6 +93,8 @@ typedef enum
VERT_ATTRIB_MAX = 33
} gl_vert_attrib;
const char * gl_vert_attrib_name(gl_vert_attrib attrib);
/**
* Symbolic constats to help iterating over
* specific blocks of vertex attributes.
@ -193,8 +197,43 @@ typedef enum
VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
VARYING_SLOT_VAR0, /* First generic varying slot */
/* the remaining are simply for the benefit of gl_varying_slot_name()
* and not to be construed as an upper bound:
*/
VARYING_SLOT_VAR1,
VARYING_SLOT_VAR2,
VARYING_SLOT_VAR3,
VARYING_SLOT_VAR4,
VARYING_SLOT_VAR5,
VARYING_SLOT_VAR6,
VARYING_SLOT_VAR7,
VARYING_SLOT_VAR8,
VARYING_SLOT_VAR9,
VARYING_SLOT_VAR10,
VARYING_SLOT_VAR11,
VARYING_SLOT_VAR12,
VARYING_SLOT_VAR13,
VARYING_SLOT_VAR14,
VARYING_SLOT_VAR15,
VARYING_SLOT_VAR16,
VARYING_SLOT_VAR17,
VARYING_SLOT_VAR18,
VARYING_SLOT_VAR19,
VARYING_SLOT_VAR20,
VARYING_SLOT_VAR21,
VARYING_SLOT_VAR22,
VARYING_SLOT_VAR23,
VARYING_SLOT_VAR24,
VARYING_SLOT_VAR25,
VARYING_SLOT_VAR26,
VARYING_SLOT_VAR27,
VARYING_SLOT_VAR28,
VARYING_SLOT_VAR29,
VARYING_SLOT_VAR30,
VARYING_SLOT_VAR31,
} gl_varying_slot;
const char * gl_varying_slot_name(gl_varying_slot slot);
/**
* Bitflags for varying slots.
@ -376,6 +415,7 @@ typedef enum
SYSTEM_VALUE_MAX /**< Number of values */
} gl_system_value;
const char * gl_system_value_name(gl_system_value sysval);
/**
* The possible interpolation qualifiers that can be applied to a fragment
@ -393,6 +433,8 @@ enum glsl_interp_qualifier
INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
};
const char * glsl_interp_qualifier_name(enum glsl_interp_qualifier qual);
/**
* Fragment program results
*/
@ -409,8 +451,19 @@ typedef enum
/* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
* or ARB_fragment_program fragment.color[n]) color results. If
* any are written, FRAG_RESULT_COLOR will not be written.
* FRAG_RESULT_DATA1 and up are simply for the benefit of
* gl_frag_result_name() and not to be construed as an upper bound
*/
FRAG_RESULT_DATA0 = 4,
FRAG_RESULT_DATA1,
FRAG_RESULT_DATA2,
FRAG_RESULT_DATA3,
FRAG_RESULT_DATA4,
FRAG_RESULT_DATA5,
FRAG_RESULT_DATA6,
FRAG_RESULT_DATA7,
} gl_frag_result;
const char * gl_frag_result_name(gl_frag_result result);
#endif /* SHADER_ENUMS_H */

View file

@ -523,7 +523,9 @@ PROGRAM_FILES = \
program/sampler.h \
program/string_to_uint_map.cpp \
program/symbol_table.c \
program/symbol_table.h
program/symbol_table.h \
../glsl/shader_enums.c \
../glsl/shader_enums.h
PROGRAM_NIR_FILES = \
program/prog_to_nir.c \