Add GALLIUM_DUMP_VS to dump the vertex shader to the console like
GALLIUM_DUMP_FS in softpipe.

diff --git a/src/gallium/auxiliary/draw/draw_private.h
b/src/gallium/auxiliary/draw/draw_private.h
index 3850ced..3f9eca8 100644
--- a/src/gallium/auxiliary/draw/draw_private.h
+++ b/src/gallium/auxiliary/draw/draw_private.h
@@ -170,6 +170,7 @@ struct draw_context
    boolean bypass_clipping;  /**< set if either api or driver
bypass_clipping true */

    boolean force_passthrough; /**< never clip or shade */
+   boolean dump_vs;

    double mrd;  /**< minimum resolvable depth value, for polygon offset */

diff --git a/src/gallium/auxiliary/draw/draw_vs.c
b/src/gallium/auxiliary/draw/draw_vs.c
index 3553689..fd64dd2 100644
--- a/src/gallium/auxiliary/draw/draw_vs.c
+++ b/src/gallium/auxiliary/draw/draw_vs.c
@@ -83,6 +83,9 @@ draw_create_vertex_shader(struct draw_context *draw,
 {
    struct draw_vertex_shader *vs;

+   if (draw->dump_vs)
+      tgsi_dump(shader->tokens, 0);
+
    vs = draw_create_vs_llvm( draw, shader );
    if (!vs) {
       vs = draw_create_vs_sse( draw, shader );
@@ -152,6 +155,8 @@ draw_delete_vertex_shader(struct draw_context *draw,
 boolean
 draw_vs_init( struct draw_context *draw )
 {
+   draw->dump_vs = debug_get_bool_option( "GALLIUM_DUMP_VS", FALSE );
+
    draw->vs.machine = tgsi_exec_machine_create();
    if (!draw->vs.machine)
       return FALSE;

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