populate_symbol_table(linked);
- /* The a pointer to the main function in the final linked shader (i.e., the
+ /* The pointer to the main function in the final linked shader (i.e., the
* copy of the original shader that contained the main function).
*/
ir_function_signature *const main_sig =
/**
- * Assign locations for either VS inputs for FS outputs
+ * Assign locations for either VS inputs or FS outputs
*
* \param prog Shader program whose variables need locations assigned
* \param target_index Selector for the program target to receive location
*/
/**
- * \file brw_lower_offset_array.cpp
+ * \file lower_offset_array.cpp
*
* IR lower pass to decompose ir_texture ir_tg4 with an array of offsets
* into four ir_tg4s with a single ivec2 offset, select the .w component of each,
using namespace ir_builder;
-class brw_lower_offset_array_visitor : public ir_rvalue_visitor {
+class lower_offset_array_visitor : public ir_rvalue_visitor {
public:
- brw_lower_offset_array_visitor()
+ lower_offset_array_visitor()
{
progress = false;
}
};
void
-brw_lower_offset_array_visitor::handle_rvalue(ir_rvalue **rv)
+lower_offset_array_visitor::handle_rvalue(ir_rvalue **rv)
{
if (*rv == NULL || (*rv)->ir_type != ir_type_texture)
return;
bool
lower_offset_arrays(exec_list *instructions)
{
- brw_lower_offset_array_visitor v;
+ lower_offset_array_visitor v;
visit_list_elements(&v, instructions);