Add SwiftShader dump from Feb 6 2013
diff --git a/src/Shader/VertexRoutine.cpp b/src/Shader/VertexRoutine.cpp
index 1c2be07..0e21eee 100644
--- a/src/Shader/VertexRoutine.cpp
+++ b/src/Shader/VertexRoutine.cpp
@@ -34,7 +34,7 @@
void VertexRoutine::generate()
{
- Function<Void, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>> function;
+ Function<Void, Pointer<Byte>, Pointer<Byte>, Pointer<Byte>, Pointer<Byte> > function;
{
Pointer<Byte> vertex(function.arg(0));
Pointer<Byte> batch(function.arg(1));
@@ -51,13 +51,13 @@
Registers r(shader);
r.data = data;
- r.constants = *Pointer<Pointer<Byte>>(data + OFFSET(DrawData,constants));
+ r.constants = *Pointer<Pointer<Byte> >(data + OFFSET(DrawData,constants));
Do
{
UInt index = *Pointer<UInt>(batch);
- UInt tagIndex = index & UInt(0x0000003C);
- UInt indexQ = !texldl ? index & UInt(0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have independent LODs, hurts performance.
+ UInt tagIndex = index & 0x0000003C;
+ UInt indexQ = !texldl ? UInt(index & 0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have independent LODs, hurts performance.
If(*Pointer<UInt>(tagCache + tagIndex) != indexQ)
{
@@ -72,7 +72,7 @@
writeCache(cacheLine0, r);
}
- UInt cacheIndex = index & UInt(0x0000003F);
+ UInt cacheIndex = index & 0x0000003F;
Pointer<Byte> cacheLine = vertexCache + cacheIndex * UInt((int)sizeof(Vertex));
writeVertex(vertex, cacheLine);
@@ -80,7 +80,7 @@
batch += sizeof(unsigned int);
count--;
}
- Until(count == UInt(0))
+ Until(count == 0)
Return();
}
@@ -97,7 +97,7 @@
{
for(int i = 0; i < 16; i++)
{
- Pointer<Byte> input = *Pointer<Pointer<Byte>>(r.data + OFFSET(DrawData,input) + sizeof(void*) * i);
+ Pointer<Byte> input = *Pointer<Pointer<Byte> >(r.data + OFFSET(DrawData,input) + sizeof(void*) * i);
UInt stride = *Pointer<UInt>(r.data + OFFSET(DrawData,stride) + sizeof(unsigned int) * i);
r.v[i] = readStream(r, input, stride, state.input[i], index);