struct iris_compiled_shader *prog[MESA_SHADER_STAGES];
struct brw_vue_map *last_vue_map;
- struct iris_shader_state state[MESA_SHADER_STAGES];
-
struct u_upload_mgr *uploader;
struct hash_table *cache;
/** GenX-specific current state */
struct iris_genx_state *genx;
+ struct iris_shader_state shaders[MESA_SHADER_STAGES];
+
struct iris_state_ref sampler_table[MESA_SHADER_STAGES];
bool need_border_colors;
struct iris_sampler_state *samplers[MESA_SHADER_STAGES][IRIS_MAX_TEXTURE_SAMPLERS];
struct iris_context *ice = (struct iris_context *) ctx;
struct iris_screen *screen = (struct iris_screen *)ctx->screen;
gl_shader_stage stage = stage_from_pipe(p_stage);
- struct iris_shader_state *shs = &ice->shaders.state[stage];
+ struct iris_shader_state *shs = &ice->state.shaders[stage];
struct iris_const_buffer *cbuf = &shs->constbuf[index];
if (input && (input->buffer || input->user_buffer)) {
struct iris_context *ice = (struct iris_context *) ctx;
struct iris_screen *screen = (struct iris_screen *)ctx->screen;
gl_shader_stage stage = stage_from_pipe(p_stage);
- struct iris_shader_state *shs = &ice->shaders.state[stage];
+ struct iris_shader_state *shs = &ice->state.shaders[stage];
for (unsigned i = 0; i < count; i++) {
if (buffers && buffers[i].buffer) {
return;
const struct shader_info *info = iris_get_shader_info(ice, stage);
- struct iris_shader_state *shs = &ice->shaders.state[stage];
+ struct iris_shader_state *shs = &ice->state.shaders[stage];
//struct brw_stage_prog_data *prog_data = (void *) shader->prog_data;
uint32_t *bt_map = binder->map + binder->bt_offset[stage];
if (clean & (IRIS_DIRTY_CONSTANTS_VS << stage))
continue;
- struct iris_shader_state *shs = &ice->shaders.state[stage];
+ struct iris_shader_state *shs = &ice->state.shaders[stage];
struct iris_compiled_shader *shader = ice->shaders.prog[stage];
if (!shader)
if (!(dirty & (IRIS_DIRTY_CONSTANTS_VS << stage)))
continue;
- struct iris_shader_state *shs = &ice->shaders.state[stage];
+ struct iris_shader_state *shs = &ice->state.shaders[stage];
struct iris_compiled_shader *shader = ice->shaders.prog[stage];
if (!shader)