bool r600_init_flushed_depth_texture(struct pipe_context *ctx,
struct pipe_resource *texture,
struct r600_texture **staging);
+void r600_print_texture_info(struct r600_texture *rtex, FILE *f);
struct pipe_resource *r600_texture_create(struct pipe_screen *screen,
const struct pipe_resource *templ);
struct pipe_surface *r600_create_surface_custom(struct pipe_context *pipe,
sctx->last_bo_list = NULL;
}
+static void si_dump_framebuffer(struct si_context *sctx, FILE *f)
+{
+ struct pipe_framebuffer_state *state = &sctx->framebuffer.state;
+ struct r600_texture *rtex;
+ int i;
+
+ for (i = 0; i < state->nr_cbufs; i++) {
+ if (!state->cbufs[i])
+ continue;
+
+ rtex = (struct r600_texture*)state->cbufs[i]->texture;
+ fprintf(f, COLOR_YELLOW "Color buffer %i:" COLOR_RESET "\n", i);
+ r600_print_texture_info(rtex, f);
+ fprintf(f, "\n");
+ }
+
+ if (state->zsbuf) {
+ rtex = (struct r600_texture*)state->zsbuf->texture;
+ fprintf(f, COLOR_YELLOW "Depth-stencil buffer:" COLOR_RESET "\n");
+ r600_print_texture_info(rtex, f);
+ fprintf(f, "\n");
+ }
+}
+
static void si_dump_debug_state(struct pipe_context *ctx, FILE *f,
unsigned flags)
{
if (flags & PIPE_DEBUG_DEVICE_IS_HUNG)
si_dump_debug_registers(sctx, f);
+ si_dump_framebuffer(sctx, f);
si_dump_shader(&sctx->vs_shader, "Vertex", f);
si_dump_shader(&sctx->tcs_shader, "Tessellation control", f);
si_dump_shader(&sctx->tes_shader, "Tessellation evaluation", f);