[Mesa-dev] [PATCH 00/13] i965: Pull shader, prog, and shader_prog out of the

Kenneth Graunke kenneth at whitecape.org
Fri Oct 2 12:02:59 PDT 2015

On Thursday, October 01, 2015 06:50:26 PM Jason Ekstrand wrote:
> This series does a bunch of code-shuffling with the end objective of
> getting the gl_* data structures out of the backend compiler.  Now that we
> have NIR, we would like the compiler to be a NIR -> binary translator and
> not be loaded full of mesa and GL-specific stuff.  This series gets us 95%
> of the way there.  Unfortunately, we still have to pass gl_program into
> geometry shaders for transform-fedback and, for fragment shaders, we need
> to pass in gl_shader_program so that we can fix up TEXTURE_RECTANGLE on
> older hardware (pre-Broadwell).
> Incidentally, according to our CI system, this series fixes 2 piglit tests
> on Iron Lake and GM45.  I have no idea why.
> Jason Ekstrand (13):
>   i965/shader: Pull assign_common_binding_table_offsets out of
>     backend_shader
>   i965: Move binding table setup to codegen time.
>   i965: Move prog_data uniform setup to the codegen level
>   nir/glsl: Take a gl_shader_program and a stage rather than a gl_shader
>   nir: Add a a nir_shader_info struct
>   nir: Move GS data to nir_shader_info
>   i965/backend_shader: Add a field to store the NIR shader
>   i965/cs: Remove the prog argument from local_id_payload_dwords
>   i965/fs: Move sampler unit lookup into rescale_texcoord
>   i965/fs: Use the nir info instead of pulling things out of
>     [shader_]prog
>   i965/vec4: Use nir info instead of pulling things out of [shader_]prog
>   i965/fs,vec4: Get rid of the sanity_param_count
>   i965/shader: Get rid of the shader, prog, and shader_prog fields

Series is:
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>

I used this to read patch 13, as it never seemed to hit the mailing list
for some reason or other:
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