static void new_shader(void)
{
- variant->ir = ir3_create(variant->shader->compiler, variant->shader->type);
+ variant->ir = ir3_create(variant->shader->compiler, variant);
block = ir3_block_create(variant->ir);
list_addtail(&block->node, &variant->ir->block_list);
}
static void add_const(unsigned reg, unsigned c0, unsigned c1, unsigned c2, unsigned c3)
{
- struct ir3_const_state *const_state = &variant->shader->const_state;
+ struct ir3_const_state *const_state = ir3_const_state(variant);
assert((reg & 0x7) == 0);
int idx = reg >> (1 + 2); /* low bit is half vs full, next two bits are swiz */
if (const_state->immediate_idx == const_state->immediates_size * 4) {
+ const_state->immediates = rerzalloc(const_state,
+ const_state->immediates,
+ __typeof__(const_state->immediates[0]),
+ const_state->immediates_size,
+ const_state->immediates_size + 4);
const_state->immediates_size += 4;
- const_state->immediates = realloc (const_state->immediates,
- const_state->immediates_size * sizeof(const_state->immediates[0]));
}
const_state->immediates[idx].val[0] = c0;
const_state->immediates[idx].val[1] = c1;