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author | Paul Berry <stereotype441@gmail.com> | 2013-02-16 09:49:11 -0800 |
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committer | Paul Berry <stereotype441@gmail.com> | 2013-04-11 09:25:24 -0700 |
commit | 09cd6e06d2c7a54ca6eb8d3102822efa78e01a9c (patch) | |
tree | 7eeaeae8072d0d373ddf031137e235b8115181c9 /src/mesa/drivers/dri/i965/test_vec4_register_coalesce.cpp | |
parent | deffbbed4e0f24e05fe5314ee7ccd47e4826f9ba (diff) | |
download | external_mesa3d-09cd6e06d2c7a54ca6eb8d3102822efa78e01a9c.zip external_mesa3d-09cd6e06d2c7a54ca6eb8d3102822efa78e01a9c.tar.gz external_mesa3d-09cd6e06d2c7a54ca6eb8d3102822efa78e01a9c.tar.bz2 |
i965/vs: Remove brw_vs_prog_data pointer from brw_vs_compile.
In patches that follow, we'll be splitting structs brw_vs_prog_data
and brw_vs_compile into a vec4-generic base struct and a VS-specific
derived struct (this will allow the vec4-generic code to be re-used
for geometry shaders). Having brw_vs_compile point to
brw_vs_prog_data makes it difficult to do this cleanly.
Fortunately most of the functions that use brw_vs_compile (those in
the vec4_visitor class) already have access to brw_vs_prog_data
through a separate pointer (vec4_visitor::prog_data). So all we have
to do is use that pointer consistently, and plumb prog_data through
the few remaining functions that need access to it.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Diffstat (limited to 'src/mesa/drivers/dri/i965/test_vec4_register_coalesce.cpp')
-rw-r--r-- | src/mesa/drivers/dri/i965/test_vec4_register_coalesce.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/i965/test_vec4_register_coalesce.cpp b/src/mesa/drivers/dri/i965/test_vec4_register_coalesce.cpp index 45be376..fb55714 100644 --- a/src/mesa/drivers/dri/i965/test_vec4_register_coalesce.cpp +++ b/src/mesa/drivers/dri/i965/test_vec4_register_coalesce.cpp @@ -53,7 +53,7 @@ void register_coalesce_test::SetUp() shader_prog = ralloc(NULL, struct gl_shader_program); - v = new vec4_visitor(brw, c, shader_prog, NULL, NULL); + v = new vec4_visitor(brw, c, NULL, shader_prog, NULL, NULL); _mesa_init_vertex_program(ctx, &c->vp->program, GL_VERTEX_SHADER, 0); |