This will be useful for the next commit.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
return NULL;
}
- vec4_generator g(brw, prog, &c->vp->program.Base, mem_ctx,
+ vec4_generator g(brw, prog, &c->vp->program.Base, &prog_data->base, mem_ctx,
INTEL_DEBUG & DEBUG_VS);
const unsigned *generated =g.generate_assembly(&v.instructions,
final_assembly_size);
vec4_generator(struct brw_context *brw,
struct gl_shader_program *shader_prog,
struct gl_program *prog,
+ struct brw_vec4_prog_data *prog_data,
void *mem_ctx,
bool debug_flag);
~vec4_generator();
struct gl_shader *shader;
const struct gl_program *prog;
+ struct brw_vec4_prog_data *prog_data;
+
void *mem_ctx;
const bool debug_flag;
};
vec4_generator::vec4_generator(struct brw_context *brw,
struct gl_shader_program *shader_prog,
struct gl_program *prog,
+ struct brw_vec4_prog_data *prog_data,
void *mem_ctx,
bool debug_flag)
- : brw(brw), shader_prog(shader_prog), prog(prog), mem_ctx(mem_ctx),
- debug_flag(debug_flag)
+ : brw(brw), shader_prog(shader_prog), prog(prog), prog_data(prog_data),
+ mem_ctx(mem_ctx), debug_flag(debug_flag)
{
shader = shader_prog ? shader_prog->_LinkedShaders[MESA_SHADER_VERTEX] : NULL;