* the shader code to the GPU.
*/
init_scratch_buffer(sctx, program);
- si_shader_binary_read(sctx->screen, &program->shader, &program->shader.binary);
+ si_shader_binary_read(sctx->screen, &program->shader);
#endif
program->input_buffer = si_resource_create_custom(sctx->b.b.screen,
}
}
-int si_shader_binary_read(struct si_screen *sscreen,
- struct si_shader *shader,
- const struct radeon_shader_binary *binary)
+int si_shader_binary_read(struct si_screen *sscreen, struct si_shader *shader)
{
-
+ const struct radeon_shader_binary *binary = &shader->binary;
unsigned i;
unsigned code_size;
unsigned char *ptr;
if (r) {
return r;
}
- r = si_shader_binary_read(sscreen, shader, &shader->binary);
+ r = si_shader_binary_read(sscreen, shader);
FREE(shader->binary.config);
FREE(shader->binary.rodata);
LLVMTargetMachineRef tm, LLVMModuleRef mod);
void si_shader_destroy(struct pipe_context *ctx, struct si_shader *shader);
unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
-int si_shader_binary_read(struct si_screen *sscreen, struct si_shader *shader,
- const struct radeon_shader_binary *binary);
+int si_shader_binary_read(struct si_screen *sscreen, struct si_shader *shader);
void si_shader_apply_scratch_relocs(struct si_context *sctx,
struct si_shader *shader,
uint64_t scratch_va);