diff options
author | Jason Ekstrand <[email protected]> | 2015-10-01 15:21:57 -0700 |
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committer | Jason Ekstrand <[email protected]> | 2015-10-02 14:22:54 -0700 |
commit | bf7b6fd3fd6d98305d64ee6224ca9f9e7ba48444 (patch) | |
tree | 1fc147943d9e055f07feec578a12a268ec1cfe90 /src/mesa/drivers/dri/i965/brw_fs_nir.cpp | |
parent | 404419ee1a57c79982d93eefe4de099d61ad2eee (diff) |
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 <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_fs_nir.cpp')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_fs_nir.cpp | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp index 405c1fcd020..114a017a405 100644 --- a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp +++ b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp @@ -1813,8 +1813,6 @@ fs_visitor::nir_emit_intrinsic(const fs_builder &bld, nir_intrinsic_instr *instr unsigned ubo_index = const_uniform_block ? const_uniform_block->u[0] : 0; int reg_width = dispatch_width / 8; - assert(shader->base.UniformBlocks[ubo_index].IsShaderStorage); - /* Set LOD = 0 */ fs_reg source = fs_reg(0); |