foreach_input_n(instr, i, ir) {
reg = instr->regs[0];
regid = reg->num;
- fprintf(out, "@in(%sr%d.%c)\tin%d\n",
+ fprintf(out, "@in(%sr%d.%c)\tin%d",
(reg->flags & IR3_REG_HALF) ? "h" : "",
(regid >> 2), "xyzw"[regid & 0x3], i);
+
+ if (reg->wrmask > 0x1)
+ fprintf(out, " (wrmask=0x%x)", reg->wrmask);
+ fprintf(out, "\n");
}
/* print pre-dispatch texture fetches: */
foreach_output_n(instr, i, ir) {
reg = instr->regs[0];
regid = reg->num;
- fprintf(out, "@out(%sr%d.%c)\tout%d\n",
+ fprintf(out, "@out(%sr%d.%c)\tout%d",
(reg->flags & IR3_REG_HALF) ? "h" : "",
(regid >> 2), "xyzw"[regid & 0x3], i);
+ if (reg->wrmask > 0x1)
+ fprintf(out, " (wrmask=0x%x)", reg->wrmask);
+ fprintf(out, "\n");
}
struct ir3_const_state *const_state = &so->shader->const_state;