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authorTimothy Arceri <[email protected]>2016-10-13 11:41:23 +1100
committerTimothy Arceri <[email protected]>2016-10-26 14:29:36 +1100
commite1af20f18a86f52a9640faf2d4ff8a71b0a4fa9b (patch)
tree32b4e9dbc9c03aa7733e1e32721d92c3c54571e0 /src/amd/vulkan/radv_meta_clear.c
parent094fe3a9591ce200162d955635eee577c13f9324 (diff)
nir/i965/anv/radv/gallium: make shader info a pointer
When restoring something from shader cache we won't have and don't want to create a nir_shader this change detaches the two. There are other advantages such as being able to reuse the shader info populated by GLSL IR. Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/amd/vulkan/radv_meta_clear.c')
-rw-r--r--src/amd/vulkan/radv_meta_clear.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/amd/vulkan/radv_meta_clear.c b/src/amd/vulkan/radv_meta_clear.c
index 7e3e5f4b514..34b318afdd6 100644
--- a/src/amd/vulkan/radv_meta_clear.c
+++ b/src/amd/vulkan/radv_meta_clear.c
@@ -56,8 +56,8 @@ build_color_shaders(struct nir_shader **out_vs,
nir_builder_init_simple_shader(&vs_b, NULL, MESA_SHADER_VERTEX, NULL);
nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL);
- vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_color_vs");
- fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "meta_clear_color_fs");
+ vs_b.shader->info->name = ralloc_strdup(vs_b.shader, "meta_clear_color_vs");
+ fs_b.shader->info->name = ralloc_strdup(fs_b.shader, "meta_clear_color_fs");
const struct glsl_type *position_type = glsl_vec4_type();
const struct glsl_type *color_type = glsl_vec4_type();
@@ -458,8 +458,8 @@ build_depthstencil_shader(struct nir_shader **out_vs, struct nir_shader **out_fs
nir_builder_init_simple_shader(&vs_b, NULL, MESA_SHADER_VERTEX, NULL);
nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL);
- vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_depthstencil_vs");
- fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "meta_clear_depthstencil_fs");
+ vs_b.shader->info->name = ralloc_strdup(vs_b.shader, "meta_clear_depthstencil_vs");
+ fs_b.shader->info->name = ralloc_strdup(fs_b.shader, "meta_clear_depthstencil_fs");
const struct glsl_type *position_type = glsl_vec4_type();
nir_variable *vs_in_pos =