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authorEmil Velikov <[email protected]>2016-01-18 10:47:13 +0200
committerEmil Velikov <[email protected]>2016-01-26 16:08:20 +0000
commit1a882fd2ee84ae28a06cf07902dc4645d8ad4a6d (patch)
treedc85ad30ac20db8eecc658e7efcb3b0d7de898af /src/glsl/SConscript
parent2f86383091bde24a2a0b90a43c11a13165f8c397 (diff)
nir: move shader_enums.[ch] to compiler
This way one can reuse it in glsl, nir or other infrastructure without pulling nir as dependency. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Matt Turner <[email protected]> Acked-by: Jose Fonseca <[email protected]>
Diffstat (limited to 'src/glsl/SConscript')
-rw-r--r--src/glsl/SConscript3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/glsl/SConscript b/src/glsl/SConscript
index a9d38c163b7..e89d4e0eb01 100644
--- a/src/glsl/SConscript
+++ b/src/glsl/SConscript
@@ -65,7 +65,6 @@ for l in ('LIBGLCPP_FILES', 'LIBGLSL_FILES'):
# XXX: Remove this once we build NIR and NIR_FILES.
glsl_sources += [
'nir/glsl_types.cpp',
- 'nir/shader_enums.c',
]
if env['msvc']:
@@ -115,7 +114,7 @@ if env['platform'] == 'windows':
'user32',
])
-env.Prepend(LIBS = [glsl])
+env.Prepend(LIBS = [compiler, glsl])
glsl_compiler = env.Program(
target = 'glsl_compiler',