Timothy Arceri <tarc...@itsqueeze.com> writes: > On 20/10/17 20:52, Timothy Arceri wrote: >> >> >> On 20/10/17 17:33, Timothy Arceri wrote: >>> On 18/10/17 07:52, Eric Anholt wrote: >>>> Having 4 variables all called "gl_in_TexCoord0@n" isn't very >>>> informative, >>>> much better to see: >>>> >>>> decl_var shader_in INTERP_MODE_NONE float gl_in_TexCoord0 >>>> (VARYING_SLOT_VAR0.x, 1, 0) >>>> decl_var shader_in INTERP_MODE_NONE float gl_in_TexCoord0@0 >>>> (VARYING_SLOT_VAR0.y, 1, 0) >>>> decl_var shader_in INTERP_MODE_NONE float gl_in_TexCoord0@1 >>>> (VARYING_SLOT_VAR0.z, 1, 0) >>>> decl_var shader_in INTERP_MODE_NONE float gl_in_TexCoord0@2 >>>> (VARYING_SLOT_VAR0.w, 1, 0) >>>> --- >>>> src/compiler/nir/nir_print.c | 25 ++++++++++++++++++++++++- >>>> 1 file changed, 24 insertions(+), 1 deletion(-) >>>> >>>> diff --git a/src/compiler/nir/nir_print.c b/src/compiler/nir/nir_print.c >>>> index f4811fe8bc11..df7a2057bfb9 100644 >>>> --- a/src/compiler/nir/nir_print.c >>>> +++ b/src/compiler/nir/nir_print.c >>>> @@ -447,7 +447,30 @@ print_var_decl(nir_variable *var, print_state >>>> *state) >>>> loc = buf; >>>> } >>>> - fprintf(fp, " (%s, %u, %u)%s", loc, var->data.driver_location, >>>> var->data.binding, >>>> + /* For shader I/O vars that have been split to components or >>>> packed, >>>> + * print the fractional location within the input/output. >>>> + */ >>>> + unsigned int num_components = glsl_get_components(var->type); >>> >>> This needs to be: >>> >>> glsl_without_array(glsl_get_components(var->type)); >> >> Sorry I mean: >> >> glsl_get_components(glsl_without_array(var->type)); >> >>> >>>> + const char *components = NULL; >>>> + char components_local[6] = {'.' /* the rest is 0-filled */}; >>>> + switch (var->data.mode) { >>>> + case nir_var_shader_in: >>>> + case nir_var_shader_out: >>>> + if (num_components != 4) { > > Also maybe: > > if (num_components != 4 && num_components != 0) > > To avoid adding the '.' to structs for now.
I like both your changes. Merged.
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