I really like using the object label in logging.  Series is

Reviewed-by: Ian Romanick <ian.d.roman...@intel.com>

On 02/21/2014 11:32 AM, Eric Anholt wrote:
---
  src/mesa/drivers/common/meta.c      | 6 ++++++
  src/mesa/drivers/common/meta_blit.c | 8 ++++++++
  2 files changed, 14 insertions(+)

diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 2dec2c3..d415e61 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -52,6 +52,7 @@
  #include "main/matrix.h"
  #include "main/mipmap.h"
  #include "main/multisample.h"
+#include "main/objectlabel.h"
  #include "main/pixel.h"
  #include "main/pbo.h"
  #include "main/polygon.h"
@@ -178,6 +179,7 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
     GLuint vs, fs;
     void *const mem_ctx = ralloc_context(NULL);
     struct blit_shader *shader = choose_blit_shader(target, table);
+   char *name;

     assert(shader != NULL);

@@ -253,6 +255,8 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
     _mesa_BindAttribLocation(shader->shader_prog, 0, "position");
     _mesa_BindAttribLocation(shader->shader_prog, 1, "texcoords");
     _mesa_meta_link_program_with_debug(ctx, shader->shader_prog);
+   name = ralloc_asprintf(mem_ctx, "%s blit", shader->type);
+   _mesa_ObjectLabel(GL_PROGRAM, shader->shader_prog, -1, name);
     ralloc_free(mem_ctx);

     _mesa_UseProgram(shader->shader_prog);
@@ -1605,6 +1609,8 @@ meta_glsl_clear_init(struct gl_context *ctx, struct 
clear_state *clear)
         * BindFragDataLocation to 0.
         */

+      _mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
+                        "integer clear");
        _mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);

        clear->IntegerColorLocation =
diff --git a/src/mesa/drivers/common/meta_blit.c 
b/src/mesa/drivers/common/meta_blit.c
index 34b58d9..43fa761 100644
--- a/src/mesa/drivers/common/meta_blit.c
+++ b/src/mesa/drivers/common/meta_blit.c
@@ -36,6 +36,7 @@
  #include "main/macros.h"
  #include "main/matrix.h"
  #include "main/multisample.h"
+#include "main/objectlabel.h"
  #include "main/readpix.h"
  #include "main/shaderapi.h"
  #include "main/texobj.h"
@@ -104,6 +105,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
     bool dst_is_msaa = false;
     GLenum src_datatype;
     const char *vec4_prefix;
+   char *name;

     if (src_rb) {
        src_datatype = _mesa_get_format_datatype(src_rb->Format);
@@ -180,6 +182,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
        if (dst_is_msaa) {
           arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : 
enable";
           sample_index = "gl_SampleID";
+         name = "depth MSAA copy";
        } else {
           /* Don't need that extension, since we're drawing to a single-sampled
            * destination.
@@ -196,6 +199,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
            * We're slacking and instead of choosing centermost, we've got 0.
            */
           sample_index = "0";
+         name = "depth MSAA resolve";
        }

        vs_source = ralloc_asprintf(mem_ctx,
@@ -230,6 +234,9 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
        char *sample_resolve;
        const char *arb_sample_shading_extension_string;
        const char *merge_function;
+      name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
+                             vec4_prefix,
+                             dst_is_msaa ? "copy" : "resolve");

        if (dst_is_msaa) {
           arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : 
enable";
@@ -332,6 +339,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
     _mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 0, "position");
     _mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 1, "texcoords");
     _mesa_meta_link_program_with_debug(ctx, blit->msaa_shaders[shader_index]);
+   _mesa_ObjectLabel(GL_PROGRAM, blit->msaa_shaders[shader_index], -1, name);
     ralloc_free(mem_ctx);

     _mesa_UseProgram(blit->msaa_shaders[shader_index]);


_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to