shader->uniforms.imm_data[idx],
shader->uniforms.imm_contents[idx]);
}
-
- if (DBG_ENABLED(ETNA_DBG_NIR)) {
- printf("inputs:\n");
- for (int idx = 0; idx < shader->infile.num_reg; ++idx) {
- printf(" [%i] name=%s comps=%i\n", shader->infile.reg[idx].reg,
- (shader->stage == MESA_SHADER_VERTEX) ?
- gl_vert_attrib_name(shader->infile.reg[idx].slot) :
- gl_varying_slot_name(shader->infile.reg[idx].slot),
- shader->infile.reg[idx].num_components);
- }
- printf("outputs:\n");
- for (int idx = 0; idx < shader->outfile.num_reg; ++idx) {
- printf(" [%i] name=%s comps=%i\n", shader->outfile.reg[idx].reg,
- (shader->stage == MESA_SHADER_VERTEX) ?
- gl_varying_slot_name(shader->outfile.reg[idx].slot) :
- gl_frag_result_name(shader->outfile.reg[idx].slot),
- shader->outfile.reg[idx].num_components);
- }
- } else {
- printf("inputs:\n");
- for (int idx = 0; idx < shader->infile.num_reg; ++idx) {
- printf(" [%i] name=%s index=%i comps=%i\n", shader->infile.reg[idx].reg,
- tgsi_semantic_names[shader->infile.reg[idx].semantic.Name],
- shader->infile.reg[idx].semantic.Index,
- shader->infile.reg[idx].num_components);
- }
- printf("outputs:\n");
- for (int idx = 0; idx < shader->outfile.num_reg; ++idx) {
- printf(" [%i] name=%s index=%i comps=%i\n", shader->outfile.reg[idx].reg,
- tgsi_semantic_names[shader->outfile.reg[idx].semantic.Name],
- shader->outfile.reg[idx].semantic.Index,
- shader->outfile.reg[idx].num_components);
- }
+ printf("inputs:\n");
+ for (int idx = 0; idx < shader->infile.num_reg; ++idx) {
+ printf(" [%i] name=%s index=%i comps=%i\n", shader->infile.reg[idx].reg,
+ tgsi_semantic_names[shader->infile.reg[idx].semantic.Name],
+ shader->infile.reg[idx].semantic.Index,
+ shader->infile.reg[idx].num_components);
+ }
+ printf("outputs:\n");
+ for (int idx = 0; idx < shader->outfile.num_reg; ++idx) {
+ printf(" [%i] name=%s index=%i comps=%i\n", shader->outfile.reg[idx].reg,
+ tgsi_semantic_names[shader->outfile.reg[idx].semantic.Name],
+ shader->outfile.reg[idx].semantic.Index,
+ shader->outfile.reg[idx].num_components);
}
printf("special:\n");
if (shader->stage == MESA_SHADER_VERTEX) {