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Ivan Gyurdiev authored
Currently we hardcode a0.x, which I think is correct for shaders 1.0. However, for shaders 2.0, we must look into the address token, and print the register there. Handle both cases to correct the trace.
746d1b1c
Currently we hardcode a0.x, which I think is correct for shaders 1.0. However, for shaders 2.0, we must look into the address token, and print the register there. Handle both cases to correct the trace.