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intel/compiler: Make thread_payload struct abstract
Each shader stage has its own struct and will instantiate it, so the base class doesn't need to be instantiated anymore. Reviewed-by: Francisco Jerez <currojerez@riseup.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18176>
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2 changed files with 4 additions and 1 deletions
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@ -91,6 +91,9 @@ struct thread_payload {
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uint8_t num_regs;
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virtual ~thread_payload() = default;
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protected:
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thread_payload() : num_regs() {}
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};
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struct vs_thread_payload : public thread_payload {
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@ -1241,7 +1241,7 @@ fs_visitor::init()
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this->nir_ssa_values = NULL;
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this->nir_system_values = NULL;
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this->payload_ = new thread_payload();
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this->payload_ = NULL;
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this->source_depth_to_render_target = false;
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this->runtime_check_aads_emit = false;
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this->first_non_payload_grf = 0;
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