nir: move to two-level binding model for UBO's
authorConnor Abbott <connor.w.abbott@intel.com>
Wed, 15 Jul 2015 23:47:51 +0000 (16:47 -0700)
committerConnor Abbott <connor.w.abbott@intel.com>
Thu, 16 Jul 2015 00:18:48 +0000 (17:18 -0700)
commit9fa0989ff2266315d7dc8469dab601ebc2289fea
treeddde34d725636b7f5c736401c2a91ff539878a33
parent5520221118cee12c7d8af378ca11978c776156ae
nir: move to two-level binding model for UBO's

The GLSL layer above is still hacky, so we're really just moving the
hack into GLSL-to-NIR. I'd rather not go all the way and make GLSL
support the Vulkan binding model too, since presumably we'll be
switching to SPIR-V exclusively, and so working on proper GLSL support
will be a waste of time. For now, doing this keeps it working as we add
SPIR-V->NIR support though.
src/glsl/nir/glsl_to_nir.cpp
src/glsl/nir/nir_intrinsics.h
src/mesa/drivers/dri/i965/brw_fs_nir.cpp