return name;
}
+static const char *
+get_constant_sampler_addressing_mode(enum cl_sampler_addressing_mode mode)
+{
+ switch (mode) {
+ case SAMPLER_ADDRESSING_MODE_NONE: return "none";
+ case SAMPLER_ADDRESSING_MODE_CLAMP_TO_EDGE: return "clamp_to_edge";
+ case SAMPLER_ADDRESSING_MODE_CLAMP: return "clamp";
+ case SAMPLER_ADDRESSING_MODE_REPEAT: return "repeat";
+ case SAMPLER_ADDRESSING_MODE_REPEAT_MIRRORED: return "repeat_mirrored";
+ default: unreachable("Invalid addressing mode");
+ }
+}
+
+static const char *
+get_constant_sampler_filter_mode(enum cl_sampler_filter_mode mode)
+{
+ switch (mode) {
+ case SAMPLER_FILTER_MODE_NEAREST: return "nearest";
+ case SAMPLER_FILTER_MODE_LINEAR: return "linear";
+ default: unreachable("Invalid filter mode");
+ }
+}
+
static void
print_constant(nir_constant *c, const struct glsl_type *type, print_state *state)
{
return "shared";
case nir_var_mem_global:
return "global";
+ case nir_var_mem_constant:
+ return "constant";
case nir_var_shader_temp:
return want_local_global_mode ? "shader_temp" : "";
case nir_var_function_temp:
print_constant(var->constant_initializer, var->type, state);
fprintf(fp, " }");
}
+ if (glsl_type_is_sampler(var->type) && var->data.sampler.is_inline_sampler) {
+ fprintf(fp, " = { %s, %s, %s }",
+ get_constant_sampler_addressing_mode(var->data.sampler.addressing_mode),
+ var->data.sampler.normalized_coordinates ? "true" : "false",
+ get_constant_sampler_filter_mode(var->data.sampler.filter_mode));
+ }
if (var->pointer_initializer)
fprintf(fp, " = &%s", get_var_name(var->pointer_initializer, state));
fprintf(fp, "uniforms: %u\n", shader->num_uniforms);
if (shader->info.num_ubos)
fprintf(fp, "ubos: %u\n", shader->info.num_ubos);
- fprintf(fp, "shared: %u\n", shader->num_shared);
+ fprintf(fp, "shared: %u\n", shader->shared_size);
if (shader->scratch_size)
fprintf(fp, "scratch: %u\n", shader->scratch_size);
if (shader->constant_data_size)
print_state state = {
.fp = fp,
};
+ if (instr->block) {
+ nir_function_impl *impl = nir_cf_node_get_function(&instr->block->cf_node);
+ state.shader = impl->function->shader;
+ }
+
print_instr(instr, &state, 0);
}