#include "util/u_surface.h"
#include "util/u_upload_mgr.h"
#include "hud/hud_context.h"
+#include "compiler/glsl_types.h"
#include "cso_cache/cso_context.h"
if (FAILED(hr)) { return hr; }
+ /* NIR shaders need to use GLSL types so let's initialize them here */
+ glsl_type_singleton_init_or_ref();
+
list_inithead(&This->update_buffers);
list_inithead(&This->update_textures);
list_inithead(&This->managed_buffers);
if (This->d3d9) { IDirect3D9_Release(This->d3d9); }
NineUnknown_dtor(&This->base);
+ glsl_type_singleton_decref();
}
struct pipe_screen *