Vulkan: Enable Step-by-Step Debugging in Renderdoc. #106546
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@ -15,6 +15,8 @@
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#include "BLI_string_utils.h"
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#include "BLI_string_utils.h"
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#include "BLI_vector.hh"
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#include "BLI_vector.hh"
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#include "BKE_global.h"
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using namespace blender::gpu::shader;
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using namespace blender::gpu::shader;
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extern "C" char datatoc_glsl_shader_defines_glsl[];
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extern "C" char datatoc_glsl_shader_defines_glsl[];
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@ -523,6 +525,10 @@ Vector<uint32_t> VKShader::compile_glsl_to_spirv(Span<const char *> sources,
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shaderc::Compiler &compiler = backend.get_shaderc_compiler();
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shaderc::Compiler &compiler = backend.get_shaderc_compiler();
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shaderc::CompileOptions options;
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shaderc::CompileOptions options;
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options.SetOptimizationLevel(shaderc_optimization_level_performance);
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options.SetOptimizationLevel(shaderc_optimization_level_performance);
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if (G.debug & G_DEBUG_GPU_RENDERDOC) {
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options.SetOptimizationLevel(shaderc_optimization_level_zero);
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options.SetGenerateDebugInfo();
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}
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shaderc::SpvCompilationResult module = compiler.CompileGlslToSpv(
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shaderc::SpvCompilationResult module = compiler.CompileGlslToSpv(
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combined_sources, stage, name, options);
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combined_sources, stage, name, options);
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