#include "brw_state.h"
#include "program/prog_statevars.h"
#include "compiler/glsl/ir_uniform.h"
+#include "main/shaderapi.h"
static void
brw_upload_cs_state(struct brw_context *brw)
struct brw_stage_state *stage_state = &brw->cs.base;
struct brw_cs_prog_data *cs_prog_data = brw->cs.prog_data;
struct brw_stage_prog_data *prog_data = &cs_prog_data->base;
- const struct brw_device_info *devinfo = brw->intelScreen->devinfo;
+ const struct gen_device_info *devinfo = brw->intelScreen->devinfo;
if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
brw_emit_buffer_surface_state(
/* CACHE_NEW_CS_PROG */
struct brw_cs_prog_data *cs_prog_data = brw->cs.prog_data;
+ _mesa_shader_write_subroutine_indices(&brw->ctx, MESA_SHADER_COMPUTE);
brw_upload_cs_push_constants(brw, &cp->program.Base, cs_prog_data,
stage_state, AUB_TRACE_WM_CONSTANTS);
}
/* BRW_NEW_CS_PROG_DATA */
const struct brw_stage_prog_data *prog_data = &brw->cs.prog_data->base;
+ _mesa_shader_write_subroutine_indices(&brw->ctx, MESA_SHADER_COMPUTE);
/* _NEW_PROGRAM_CONSTANTS */
brw_upload_pull_constants(brw, BRW_NEW_SURFACES, &cp->program.Base,
stage_state, prog_data);