Age | Commit message (Collapse) | Author |
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The LOOP/ENDLOOP pair is renamed to BGNFOR/ENDFOR as its behaviour
is similar to a C language for-loop.
The BGNLOOP2/ENDLOOP2 pair is renamed to BGNLOOP/ENDLOOP as now
there is no name collision.
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The only valid usage for LOOP/ENDLOOP instructions
is LOOP[0] as a destination register.
The only valid usage for the remaining instructions
is LOOP[0].x as an indirect register.
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Remove the need to have a pointer in this struct by just including
the immediate data inline. Having a pointer in the struct introduces
complications like needing to alloc/free the data pointed to, uncertainty
about who owns the data, etc. There doesn't seem to be a need for it,
and it is unlikely to make much difference plus or minus to performance.
Added some asserts as we now will trip up on immediates with more
than four elements. There were actually already quite a few such asserts,
but the >4 case could be used in the future to specify indexable immediate
ranges, such as lookup tables.
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Fixes TGSI dump output when front/back-face register is declared.
Also, add some assertions to make sure the semantic/interpolate string
arrays have as many elements as there are tokens in the p_shader_tokens.h
file. That should catch problems like this in the future.
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Includes the TGSI interpreter, but not the SSE/PPC/etc code generators.
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We were failing to deal with:
- vsnprintf returns negative value on error.
- vsnprintf returns the number of chars that *would* have been
written on truncation.
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Don't print the meaningless and confusing CONSTANT interpolation
attribute after everything else.
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The debug functions depend on several util function for os abstractions, and
these depend on debug functions, so a seperate module is not possible.
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(cherry picked from commit 434e255eae90b0f3d836d452b7d3b0c5aadf78b8)
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This fixes a stack overflow when dumping shaders.
It ended up being pretty much as the original code Michal had before,
before I went on a cleanup rampage on it and took things that ended up
needing...
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long shaders
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Again.
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Prevents shader dumps from getting concatenated with the next debug message.
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