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authorEric Anholt <[email protected]>2014-10-15 16:16:09 +0100
committerEric Anholt <[email protected]>2014-10-15 18:12:03 +0100
commit57de9bbb632ed7639d07d37965dcee5a1fe3bf30 (patch)
tree7f441f00a62ae1e973e18aa84baf22cede2531da /src/gallium
parent201d4c0b2a6f7f0c1d59c4fd5cce4916fc48a2d2 (diff)
vc4: Fix the uniform debug output.
I dropped the shader index when moving to the compiled shader struct, but didn't update the format string here.
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/vc4/vc4_program.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c
index f4b723ae820..70a2b867ad8 100644
--- a/src/gallium/drivers/vc4/vc4_program.c
+++ b/src/gallium/drivers/vc4/vc4_program.c
@@ -2466,7 +2466,7 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
}
#if 0
uint32_t written_val = *(uint32_t *)(vc4->uniforms.next - 4);
- fprintf(stderr, "%p/%d: %d: 0x%08x (%f)\n",
+ fprintf(stderr, "%p: %d / 0x%08x (%f)\n",
shader, i, written_val, uif(written_val));
#endif
}