mesa: added MESA_GLSL=useprog debug flag
This logs glUseProgram() calls to stderr.
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@@ -2046,6 +2046,7 @@ struct gl_shader_program
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#define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
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#define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
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#define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
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#define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
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/**
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@@ -390,6 +390,8 @@ get_shader_flags(void)
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flags |= GLSL_OPT;
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if (_mesa_strstr(env, "uniform"))
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flags |= GLSL_UNIFORMS;
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if (_mesa_strstr(env, "useprog"))
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flags |= GLSL_USE_PROG;
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}
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return flags;
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@@ -1524,19 +1526,32 @@ _mesa_use_program(GLcontext *ctx, GLuint program)
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}
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/* debug code */
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if (0) {
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if (ctx->Shader.Flags & GLSL_USE_PROG) {
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GLuint i;
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_mesa_printf("Use Shader Program %u\n", shProg->Name);
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_mesa_printf("Mesa: glUseProgram(%u)\n", shProg->Name);
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for (i = 0; i < shProg->NumShaders; i++) {
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_mesa_printf(" shader %u, type 0x%x, checksum %u\n",
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const char *s;
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switch (shProg->Shaders[i]->Type) {
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case GL_VERTEX_SHADER:
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s = "vertex";
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break;
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case GL_FRAGMENT_SHADER:
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s = "fragment";
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break;
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case GL_GEOMETRY_SHADER:
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s = "geometry";
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break;
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default:
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s = "";
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}
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_mesa_printf(" %s shader %u, checksum %u\n", s,
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shProg->Shaders[i]->Name,
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shProg->Shaders[i]->Type,
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shProg->Shaders[i]->SourceChecksum);
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}
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if (shProg->VertexProgram)
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printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
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_mesa_printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
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if (shProg->FragmentProgram)
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printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
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_mesa_printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
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}
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}
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else {
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