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vc4: Fix the uniform debug output.
author
Eric Anholt
<eric@anholt.net>
Wed, 15 Oct 2014 15:16:09 +0000
(16:16 +0100)
committer
Eric Anholt
<eric@anholt.net>
Wed, 15 Oct 2014 17:12:03 +0000
(18:12 +0100)
I dropped the shader index when moving to the compiled shader struct, but
didn't update the format string here.
src/gallium/drivers/vc4/vc4_program.c
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diff --git
a/src/gallium/drivers/vc4/vc4_program.c
b/src/gallium/drivers/vc4/vc4_program.c
index f4b723ae8208f9bda62a8dc982449e5589fd9e7e..70a2b867ad8157b480a506a7287f4d3d483f2823 100644
(file)
--- a/
src/gallium/drivers/vc4/vc4_program.c
+++ b/
src/gallium/drivers/vc4/vc4_program.c
@@
-2466,7
+2466,7
@@
vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
}
#if 0
uint32_t written_val = *(uint32_t *)(vc4->uniforms.next - 4);
- fprintf(stderr, "%p
/%d: %d:
0x%08x (%f)\n",
+ fprintf(stderr, "%p
: %d /
0x%08x (%f)\n",
shader, i, written_val, uif(written_val));
#endif
}