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author | Jason Ekstrand <jason.ekstrand@intel.com> | 2015-10-01 15:21:57 -0700 |
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committer | Jason Ekstrand <jason.ekstrand@intel.com> | 2015-10-02 14:22:54 -0700 |
commit | bf7b6fd3fd6d98305d64ee6224ca9f9e7ba48444 (patch) | |
tree | 1fc147943d9e055f07feec578a12a268ec1cfe90 /src/mesa/drivers/dri/i965/test_vec4_register_coalesce.cpp | |
parent | 404419ee1a57c79982d93eefe4de099d61ad2eee (diff) | |
download | external_mesa3d-bf7b6fd3fd6d98305d64ee6224ca9f9e7ba48444.zip external_mesa3d-bf7b6fd3fd6d98305d64ee6224ca9f9e7ba48444.tar.gz external_mesa3d-bf7b6fd3fd6d98305d64ee6224ca9f9e7ba48444.tar.bz2 |
i965/shader: Get rid of the shader, prog, and shader_prog fields
Unfortunately, we can't get rid of them entirely. The FS backend still
needs gl_program for handling TEXTURE_RECTANGLE. The GS vec4 backend still
needs gl_shader_program for handling transfom feedback. However, the VS
needs neither and we can substantially reduce the amount they are used.
One day we will be free from their tyranny.
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 | 9 |
1 files changed, 4 insertions, 5 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 b2eafe8..76028d3 100644 --- a/src/mesa/drivers/dri/i965/test_vec4_register_coalesce.cpp +++ b/src/mesa/drivers/dri/i965/test_vec4_register_coalesce.cpp @@ -48,9 +48,8 @@ class register_coalesce_vec4_visitor : public vec4_visitor { public: register_coalesce_vec4_visitor(struct brw_compiler *compiler, - struct gl_shader_program *shader_prog) - : vec4_visitor(compiler, NULL, NULL, NULL, NULL, shader_prog, - MESA_SHADER_VERTEX, NULL, + nir_shader *shader) + : vec4_visitor(compiler, NULL, NULL, NULL, shader, NULL, false /* no_spills */, -1) { } @@ -98,9 +97,9 @@ void register_coalesce_test::SetUp() vp = ralloc(NULL, struct brw_vertex_program); - shader_prog = ralloc(NULL, struct gl_shader_program); + nir_shader *shader = nir_shader_create(NULL, MESA_SHADER_VERTEX, NULL); - v = new register_coalesce_vec4_visitor(compiler, shader_prog); + v = new register_coalesce_vec4_visitor(compiler, shader); _mesa_init_vertex_program(ctx, &vp->program, GL_VERTEX_SHADER, 0); |