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authorJason Ekstrand <jason.ekstrand@intel.com>2015-10-01 15:21:57 -0700
committerJason Ekstrand <jason.ekstrand@intel.com>2015-10-02 14:22:54 -0700
commitbf7b6fd3fd6d98305d64ee6224ca9f9e7ba48444 (patch)
tree1fc147943d9e055f07feec578a12a268ec1cfe90 /src/mesa/drivers/dri/i965/test_vec4_register_coalesce.cpp
parent404419ee1a57c79982d93eefe4de099d61ad2eee (diff)
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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.cpp9
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);