void gen9_init_state(struct iris_context *ice);
void gen10_init_state(struct iris_context *ice);
+/* iris_program.c */
+const struct shader_info *iris_get_shader_info(const struct iris_context *ice,
+ gl_shader_stage stage);
+
/* iris_program_cache.c */
void iris_init_program_cache(struct iris_context *ice);
UNUSED bool success = iris_compile_vs(ice, ish, &key);
}
-static const struct shader_info *
-get_shader_info(const struct iris_context *ice, gl_shader_stage stage)
+const struct shader_info *
+iris_get_shader_info(const struct iris_context *ice, gl_shader_stage stage)
{
const struct iris_uncompiled_shader *ish = ice->shaders.uncompiled[stage];
uint64_t *per_vertex_slots,
uint32_t *per_patch_slots)
{
- const struct shader_info *tcs = get_shader_info(ice, MESA_SHADER_TESS_CTRL);
- const struct shader_info *tes = get_shader_info(ice, MESA_SHADER_TESS_EVAL);
+ const struct shader_info *tcs =
+ iris_get_shader_info(ice, MESA_SHADER_TESS_CTRL);
+ const struct shader_info *tes =
+ iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL);
*per_vertex_slots = tes->inputs_read;
*per_patch_slots = tes->patch_inputs_read;
return;
const struct shader_info *tes_info =
- get_shader_info(ice, MESA_SHADER_TESS_EVAL);
+ iris_get_shader_info(ice, MESA_SHADER_TESS_EVAL);
struct brw_tcs_prog_key key = {
.program_string_id = tcs->program_id,
.tes_primitive_mode = tes_info->tess.primitive_mode,