#include <udis86.h>
#endif
+#include "util/u_math.h"
#include "util/u_debug.h"
#include "lp_bld_debug.h"
+/**
+ * Check alignment.
+ *
+ * It is important that this check is not implemented as a macro or inlined
+ * function, as the compiler assumptions in respect to alignment of global
+ * and stack variables would often make the check a no op, defeating the
+ * whole purpose of the exercise.
+ */
+boolean
+lp_check_alignment(const void *ptr, unsigned alignment)
+{
+ assert(util_is_pot(alignment));
+ return ((uintptr_t)ptr & (alignment - 1)) == 0;
+}
+
+
void
lp_disassemble(const void* func)
{
#include "pipe/p_thread.h"
#include "util/u_math.h"
#include "util/u_memory.h"
+#include "lp_bld_debug.h"
#include "lp_tile_cache.h"
#include "lp_tile_soa.h"
/* TODO: blend color */
- assert((((uintptr_t)mask) & 0xf) == 0);
- assert((((uintptr_t)depth) & 0xf) == 0);
- assert((((uintptr_t)color) & 0xf) == 0);
- assert((((uintptr_t)llvmpipe->jit_context.blend_color) & 0xf) == 0);
+ /* XXX: This will most likely fail on 32bit x86 without -mstackrealign */
+ assert(lp_check_alignment(mask, 16));
+
+ assert(lp_check_alignment(depth, 16));
+ assert(lp_check_alignment(color, 16));
+ assert(lp_check_alignment(llvmpipe->jit_context.blend_color, 16));
/* run shader */
fs->current->jit_function( &llvmpipe->jit_context,