diff options
author | Timothy Arceri <[email protected]> | 2016-10-13 11:41:23 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2016-10-26 14:29:36 +1100 |
commit | e1af20f18a86f52a9640faf2d4ff8a71b0a4fa9b (patch) | |
tree | 32b4e9dbc9c03aa7733e1e32721d92c3c54571e0 /src/amd/vulkan/radv_meta_clear.c | |
parent | 094fe3a9591ce200162d955635eee577c13f9324 (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.c | 8 |
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 = |