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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/test_fs_saturate_propagation.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/test_fs_saturate_propagation.cpp')
-rw-r--r--src/mesa/drivers/dri/i965/test_fs_saturate_propagation.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/mesa/drivers/dri/i965/test_fs_saturate_propagation.cpp b/src/mesa/drivers/dri/i965/test_fs_saturate_propagation.cpp
index 1caa0b50ec6..f77b18e7db8 100644
--- a/src/mesa/drivers/dri/i965/test_fs_saturate_propagation.cpp
+++ b/src/mesa/drivers/dri/i965/test_fs_saturate_propagation.cpp
@@ -46,10 +46,10 @@ class saturate_propagation_fs_visitor : public fs_visitor
public:
saturate_propagation_fs_visitor(struct brw_compiler *compiler,
struct brw_wm_prog_data *prog_data,
- struct gl_shader_program *shader_prog)
- : fs_visitor(compiler, NULL, NULL, MESA_SHADER_FRAGMENT, NULL,
- &prog_data->base, shader_prog,
- (struct gl_program *) NULL, 8, -1) {}
+ nir_shader *shader)
+ : fs_visitor(compiler, NULL, NULL, NULL,
+ &prog_data->base, (struct gl_program *) NULL,
+ shader, 8, -1) {}
};
@@ -62,9 +62,9 @@ void saturate_propagation_test::SetUp()
fp = ralloc(NULL, struct brw_fragment_program);
prog_data = ralloc(NULL, struct brw_wm_prog_data);
- shader_prog = ralloc(NULL, struct gl_shader_program);
+ nir_shader *shader = nir_shader_create(NULL, MESA_SHADER_FRAGMENT, NULL);
- v = new saturate_propagation_fs_visitor(compiler, prog_data, shader_prog);
+ v = new saturate_propagation_fs_visitor(compiler, prog_data, shader);
_mesa_init_fragment_program(ctx, &fp->program, GL_FRAGMENT_SHADER, 0);