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authorJason Ekstrand <[email protected]>2015-10-01 15:21:57 -0700
committerJason Ekstrand <[email protected]>2015-10-02 14:22:54 -0700
commitbf7b6fd3fd6d98305d64ee6224ca9f9e7ba48444 (patch)
tree1fc147943d9e055f07feec578a12a268ec1cfe90 /src/mesa/drivers/dri/i965/brw_fs_nir.cpp
parent404419ee1a57c79982d93eefe4de099d61ad2eee (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.cpp2
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);