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<p>I'll take a look at that. The idea would be to be able to step through a shader and watch values etc.</p>
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<p>Rob</p>
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<div id="x_divRplyFwdMsg" dir="ltr"><font face="Calibri, sans-serif" color="#000000" style="font-size:11pt"><b>From:</b> Roland Scheidegger <sroland@vmware.com><br>
<b>Sent:</b> Thursday, July 14, 2016 12:26:58 PM<br>
<b>To:</b> Rob Conde; mesa-dev@lists.freedesktop.org<br>
<b>Subject:</b> Re: [Mesa-dev] GLSL Debugging</font>
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<div class="PlainText">Am 14.07.2016 um 15:25 schrieb Rob Conde:<br>
> Hello,<br>
> <br>
> It occurred to me that the llvmpipe might be a good basis for a GLSL<br>
> debugger. Has anyone thought about this and how it might be approached?<br>
> <br>
> <br>
> Rob Conde<br>
<br>
I'm not entirely sure what exactly you want to debug, but if you just<br>
want to know what happens inside a shader softpipe is MUCH easier to<br>
follow with the interpreted shaders. Maybe llvmpipe is easier (at least<br>
for some things) than real hardware but investigating the jitted<br>
assembly is not that easy.<br>
<br>
Roland<br>
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