nir: Print the components referenced for split or packed shader in/outs.

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)

v2: Handle arrays and structs better (by Timothy)

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Eric Anholt 2017-10-17 10:41:55 -07:00
parent d9ce4ac990
commit 5a0d3e1129
1 changed files with 25 additions and 1 deletions

View File

@ -447,7 +447,31 @@ 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(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 && num_components != 0) {
const char *xyzw = "xyzw";
for (int i = 0; i < num_components; i++)
components_local[i + 1] = xyzw[i + var->data.location_frac];
components = components_local;
}
break;
default:
break;
}
fprintf(fp, " (%s%s, %u, %u)%s", loc,
components ? components : "",
var->data.driver_location, var->data.binding,
var->data.compact ? " compact" : "");
}