On 13/11/17 22:59, Kenneth Graunke wrote:
On Sunday, November 12, 2017 3:57:56 AM PST Lionel Landwerlin wrote:
On 12/11/17 08:35, Kenneth Graunke wrote:
This makes aubinator_error_decode's shader dumping work like aubinator.
Instead of printing them after the fact, it prints them right inside
On Sunday, November 12, 2017 3:57:56 AM PST Lionel Landwerlin wrote:
> On 12/11/17 08:35, Kenneth Graunke wrote:
> > This makes aubinator_error_decode's shader dumping work like aubinator.
> > Instead of printing them after the fact, it prints them right inside the
> > 3DSTATE_VS/HS/DS/GS/PS
On 12/11/17 08:35, Kenneth Graunke wrote:
This makes aubinator_error_decode's shader dumping work like aubinator.
Instead of printing them after the fact, it prints them right inside the
3DSTATE_VS/HS/DS/GS/PS packet that references them. This saves you the
effort of cross-referencing things
Quoting Kenneth Graunke (2017-11-12 08:35:10)
> This makes aubinator_error_decode's shader dumping work like aubinator.
> Instead of printing them after the fact, it prints them right inside the
> 3DSTATE_VS/HS/DS/GS/PS packet that references them. This saves you the
> effort of cross-referencing
This makes aubinator_error_decode's shader dumping work like aubinator.
Instead of printing them after the fact, it prints them right inside the
3DSTATE_VS/HS/DS/GS/PS packet that references them. This saves you the
effort of cross-referencing things and jumping back and forth.
It also reduces a