}
break;
+ case GLSL_TYPE_UINT64:
+ case GLSL_TYPE_INT64:
+ /* Only float base types can be matrices. */
+ assert(cols == 1);
+
+ for (i = 0; i < cols; i++) {
+ if (i > 0) fprintf(fp, ", ");
+ fprintf(fp, "0x%08" PRIx64, c->values[0].u64[i]);
+ }
+ break;
+
case GLSL_TYPE_STRUCT:
for (i = 0; i < c->num_elements; i++) {
if (i > 0) fprintf(fp, ", ");
if (shader->info->label)
fprintf(fp, "label: %s\n", shader->info->label);
+ switch (shader->stage) {
+ case MESA_SHADER_COMPUTE:
+ fprintf(fp, "local-size: %u, %u, %u%s\n",
+ shader->info->cs.local_size[0],
+ shader->info->cs.local_size[1],
+ shader->info->cs.local_size[2],
+ shader->info->cs.local_size_variable ? " (variable)" : "");
+ fprintf(fp, "shared-size: %u\n", shader->info->cs.shared_size);
+ break;
+ default:
+ break;
+ }
+
fprintf(fp, "inputs: %u\n", shader->num_inputs);
fprintf(fp, "outputs: %u\n", shader->num_outputs);
fprintf(fp, "uniforms: %u\n", shader->num_uniforms);