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draw: Use symbolic primitive names in debug output.
Reviewed-by: Brian Paul <brianp@vmware.com>
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1 changed files with 4 additions and 3 deletions
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@ -424,9 +424,10 @@ int draw_geometry_shader_run(struct draw_geometry_shader *shader,
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__FUNCTION__, num_input_verts, num_in_primitives);
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debug_printf("\tlinear = %d, prim_info->count = %d\n",
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input_prim->linear, input_prim->count);
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debug_printf("\tprimt pipe = %d, shader in = %d, shader out = %d, max out = %d\n",
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input_prim->prim, shader->input_primitive,
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shader->output_primitive,
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debug_printf("\tprim pipe = %s, shader in = %s, shader out = %s, max out = %d\n",
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u_prim_name(input_prim->prim),
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u_prim_name(shader->input_primitive),
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u_prim_name(shader->output_primitive),
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shader->max_output_vertices);
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#endif
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