glsl: add gl_linked_shader::SourceChecksum
for debugging v2: wrap all checksums in #ifdef DEBUG Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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@ -2297,6 +2297,16 @@ link_intrastage_shaders(void *mem_ctx,
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if (ctx->Const.VertexID_is_zero_based)
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lower_vertex_id(linked);
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#ifdef DEBUG
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/* Compute the source checksum. */
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linked->SourceChecksum = 0;
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for (unsigned i = 0; i < num_shaders; i++) {
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if (shader_list[i] == NULL)
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continue;
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linked->SourceChecksum ^= shader_list[i]->SourceChecksum;
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}
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#endif
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return linked;
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}
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@ -2282,6 +2282,10 @@ struct gl_linked_shader
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{
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gl_shader_stage Stage;
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#ifdef DEBUG
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unsigned SourceChecksum;
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#endif
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struct gl_program *Program; /**< Post-compile assembly code */
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/**
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@ -2414,7 +2418,9 @@ struct gl_shader
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GLboolean CompileStatus;
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bool IsES; /**< True if this shader uses GLSL ES */
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GLuint SourceChecksum; /**< for debug/logging purposes */
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#ifdef DEBUG
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unsigned SourceChecksum; /**< for debug/logging purposes */
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#endif
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const GLchar *Source; /**< Source code string */
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GLchar *InfoLog;
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@ -1149,10 +1149,16 @@ print_shader_info(const struct gl_shader_program *shProg)
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printf("Mesa: glUseProgram(%u)\n", shProg->Name);
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for (i = 0; i < shProg->NumShaders; i++) {
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#ifdef DEBUG
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printf(" %s shader %u, checksum %u\n",
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_mesa_shader_stage_to_string(shProg->Shaders[i]->Stage),
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shProg->Shaders[i]->Name,
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shProg->Shaders[i]->SourceChecksum);
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#else
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printf(" %s shader %u\n",
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_mesa_shader_stage_to_string(shProg->Shaders[i]->Stage),
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shProg->Shaders[i]->Name);
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#endif
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}
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if (shProg->_LinkedShaders[MESA_SHADER_VERTEX])
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printf(" vert prog %u\n",
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@ -976,7 +976,11 @@ _mesa_write_shader_to_file(const struct gl_shader *shader)
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return;
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}
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#ifdef DEBUG
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fprintf(f, "/* Shader %u source, checksum %u */\n", shader->Name, shader->SourceChecksum);
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#else
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fprintf(f, "/* Shader %u source */\n", shader->Name);
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#endif
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fputs(shader->Source, f);
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fprintf(f, "\n");
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