I can't think of any reason you would want this in a release build. --- src/mesa/main/shaderapi.c | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-)
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c index c41f006..b764fee 100644 --- a/src/mesa/main/shaderapi.c +++ b/src/mesa/main/shaderapi.c @@ -78,22 +78,24 @@ _mesa_get_shader_flags(void) if (strstr(env, "log")) flags |= GLSL_LOG; if (strstr(env, "cache_info")) flags |= GLSL_CACHE_INFO; if (strstr(env, "nopvert")) flags |= GLSL_NOP_VERT; if (strstr(env, "nopfrag")) flags |= GLSL_NOP_FRAG; if (strstr(env, "uniform")) flags |= GLSL_UNIFORMS; +#ifdef DEBUG if (strstr(env, "useprog")) flags |= GLSL_USE_PROG; +#endif if (strstr(env, "errors")) flags |= GLSL_REPORT_ERRORS; } return flags; } /** * Memoized version of getenv("MESA_SHADER_CAPTURE_PATH"). */ @@ -1181,55 +1183,50 @@ _mesa_link_program(struct gl_context *ctx, struct gl_shader_program *shProg) shProg->Shaders[i]->Name, shProg->Shaders[i]->Stage); } } } /** * Print basic shader info (for debug). */ +#ifdef DEBUG static void print_shader_info(const struct gl_shader_program *shProg) { GLuint i; printf("Mesa: glUseProgram(%u)\n", shProg->Name); for (i = 0; i < shProg->NumShaders; i++) { -#ifdef DEBUG printf(" %s shader %u, checksum %u\n", _mesa_shader_stage_to_string(shProg->Shaders[i]->Stage), shProg->Shaders[i]->Name, shProg->Shaders[i]->SourceChecksum); -#else - printf(" %s shader %u\n", - _mesa_shader_stage_to_string(shProg->Shaders[i]->Stage), - shProg->Shaders[i]->Name); -#endif } if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) printf(" vert prog %u\n", shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program->Id); if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) printf(" frag prog %u\n", shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program->Id); if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) printf(" geom prog %u\n", shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program->Id); if (shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]) printf(" tesc prog %u\n", shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program->Id); if (shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]) printf(" tese prog %u\n", shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program->Id); } - +#endif /** * Use the named shader program for subsequent glUniform calls */ void _mesa_active_program(struct gl_context *ctx, struct gl_shader_program *shProg, const char *caller) { if ((shProg != NULL) && !shProg->data->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, @@ -1871,24 +1868,25 @@ _mesa_UseProgram(GLuint program) shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram"); if (!shProg) { return; } if (!shProg->data->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgram(program %u not linked)", program); return; } - /* debug code */ +#ifdef DEBUG if (ctx->_Shader->Flags & GLSL_USE_PROG) { print_shader_info(shProg); } +#endif } else { shProg = NULL; } /* The ARB_separate_shader_object spec says: * * "The executable code for an individual shader stage is taken from * the current program for that stage. If there is a current program * object established by UseProgram, that program is considered current -- 2.9.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev