vc4: Split the coordinate shader to its own vc4_compiled_shader.
authorEric Anholt <eric@anholt.net>
Thu, 2 Oct 2014 16:50:44 +0000 (09:50 -0700)
committerEric Anholt <eric@anholt.net>
Thu, 9 Oct 2014 19:47:06 +0000 (21:47 +0200)
commitc4b0dd53568fa276079f6b6bf7ba4b857ddd65a5
tree519caad30e267a0a8d093bed05b91e6aa4419297
parent5c72d7706c55d2832b816af4192afa010de51636
vc4: Split the coordinate shader to its own vc4_compiled_shader.

Merging VS and CS into the same struct wasn't winning us anything except
for not allocating a separate BO (but if we want to pack programs into
BOs, we should pack not just those 2 programs together).  What it was
getting us was a bunch of code duplication about hash table lookups and
propagating vc4_compile contents into a vc4_compiled_shader.

I was about to make the situation worse with indirect uniform buffer
access.
src/gallium/drivers/vc4/vc4_context.h
src/gallium/drivers/vc4/vc4_draw.c
src/gallium/drivers/vc4/vc4_program.c