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authorEric Anholt <eric@anholt.net>2011-05-16 22:40:37 -0700
committerEric Anholt <eric@anholt.net>2011-05-16 22:51:02 -0700
commitba7950571089021dc3f46a0a6961e5b99ec7de83 (patch)
treec3f6949e2d34e3587ab827cd08110ab7f5f7d7ec /README
parent54ed0ea3e9d1cddd7d8f1ac9819d59e4b22b8a1b (diff)
Parse MESA_GLSL=dump logs into shaders/appname/n.{frag,vert}.
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+=== What ===
+
+A giant pile of shaders from various apps, for whatever purpose. In
+particular, we use it to capture assembly output of the shader
+compiler for analysis of regressions in compiler behavior.
+
+=== Capturing shaders ===
+env MESA_GLSL=dump appname |& tee log
+split-to-files.pl appname log
+# clean up resulting files, as the parsing is just an assist, not actually
+# complete.
+$EDITOR shaders/appname/*
+
+=== Running shaders ===
+# set your location to hacked glslparsertest that links shaders.
+$EDITOR run.pl
+# this relies on i965 driver debug output, hack it up for anything else.
+./run.pl shaders/**/*.frag
+
+=== Analysis ===
+diff old-run new-run