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I see no point, we allocate for every shader stage anyway. This is a bit simpler. I'm not a fan of the brw_compiler singleton at all but torching that is not on today's agenda. Flattening it a little bit very much is. Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37447> |
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| .. | ||
| blorp.c | ||
| blorp.h | ||
| blorp_blit.c | ||
| blorp_brw.c | ||
| blorp_clear.c | ||
| blorp_elk.c | ||
| blorp_genX_exec_brw.h | ||
| blorp_genX_exec_elk.h | ||
| blorp_nir_builder.h | ||
| blorp_priv.h | ||
| meson.build | ||