vc4: Fix the uniform debug output.
authorEric Anholt <eric@anholt.net>
Wed, 15 Oct 2014 15:16:09 +0000 (16:16 +0100)
committerEric 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

index f4b723ae8208f9bda62a8dc982449e5589fd9e7e..70a2b867ad8157b480a506a7287f4d3d483f2823 100644 (file)
@@ -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
         }