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authorKenneth Graunke <[email protected]>2012-11-26 23:52:20 -0800
committerKenneth Graunke <[email protected]>2012-11-28 18:15:53 -0800
commit746fc346eae21d227b06799f3e82a1404c75bdc9 (patch)
tree3e6e9f8cd8a35dd91490b9dca8512dd888f97095 /src/mesa/drivers/dri/i965/brw_vs.h
parent031146736c5b4e3c955a81440c6b02c5427fda0e (diff)
i965/vs: Rework memory contexts for shader compilation data.
During compilation, we allocate a bunch of things: the IR needs to last at least until code generation...and then the program store needs to last until after we upload the program. For simplicity's sake, just keep it all around until we upload the program. After that, it can all be freed. This will also save a lot of headaches during the upcoming refactoring. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_vs.h')
-rw-r--r--src/mesa/drivers/dri/i965/brw_vs.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_vs.h b/src/mesa/drivers/dri/i965/brw_vs.h
index 2c085474733..d0e260e4e81 100644
--- a/src/mesa/drivers/dri/i965/brw_vs.h
+++ b/src/mesa/drivers/dri/i965/brw_vs.h
@@ -105,7 +105,8 @@ struct brw_vs_compile {
bool brw_vs_emit(struct brw_context *brw,
struct gl_shader_program *prog,
- struct brw_vs_compile *c);
+ struct brw_vs_compile *c,
+ void *mem_ctx);
bool brw_vs_precompile(struct gl_context *ctx, struct gl_shader_program *prog);
void brw_vs_debug_recompile(struct brw_context *brw,
struct gl_shader_program *prog,