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author | Dalai Felinto <dfelinto@gmail.com> | 2017-09-27 19:03:00 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2018-06-02 21:29:27 +0300 |
commit | fec317de8d57ab45408a017c0781f4cbbf13b2bf (patch) | |
tree | 5636a04f2581d27dea0900d222ebe1a5d67b65db /source/blender/blenkernel/BKE_global.h | |
parent | c140f11946fd920230096950e4a1f18269f1b22e (diff) |
--debug-gpu-shader: Dump GLSL shaders to disk
This is really convenient for development. Either for profiling the
generated shaders or to check if the generated code is correct.
It writes the shaders to the temporary blender session folder.
(ported over from blender2.8)
Diffstat (limited to 'source/blender/blenkernel/BKE_global.h')
-rw-r--r-- | source/blender/blenkernel/BKE_global.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_global.h b/source/blender/blenkernel/BKE_global.h index ce8de456697..45a0a765ce1 100644 --- a/source/blender/blenkernel/BKE_global.h +++ b/source/blender/blenkernel/BKE_global.h @@ -143,10 +143,11 @@ enum { G_DEBUG_GPU_MEM = (1 << 15), /* gpu memory in status bar */ G_DEBUG_GPU = (1 << 16), /* gpu debug */ G_DEBUG_IO = (1 << 17), /* IO Debugging (for Collada, ...)*/ + G_DEBUG_GPU_SHADERS = (1 << 18), /* GLSL shaders */ }; #define G_DEBUG_ALL (G_DEBUG | G_DEBUG_FFMPEG | G_DEBUG_PYTHON | G_DEBUG_EVENTS | G_DEBUG_WM | G_DEBUG_JOBS | \ - G_DEBUG_FREESTYLE | G_DEBUG_DEPSGRAPH | G_DEBUG_GPU_MEM | G_DEBUG_IO) + G_DEBUG_FREESTYLE | G_DEBUG_DEPSGRAPH | G_DEBUG_GPU_MEM | G_DEBUG_IO | G_DEBUG_GPU_SHADERS) /* G.fileflags */ |