On 8 October 2015 at 23:25, Rob Clark <robdcl...@gmail.com> wrote:
> From: Rob Clark <robcl...@freedesktop.org>
>
> First step towards inverting the dependency between glsl and nir (so nir
> can be used without glsl).  Also solves this issue with 'make distclean'
>
>   Making distclean in mesa
>   make[2]: Entering directory '/mnt/sdb1/Src64/Mesa-git/mesa/src/mesa'
>   Makefile:2486: ../glsl/.deps/shader_enums.Plo: No such file or directory
>   make[2]: *** No rule to make target '../glsl/.deps/shader_enums.Plo'. Stop.
>   make[2]: Leaving directory '/mnt/sdb1/Src64/Mesa-git/mesa/src/mesa'
>   Makefile:684: recipe for target 'distclean-recursive' failed
>   make[1]: *** [distclean-recursive] Error 1
>   make[1]: Leaving directory '/mnt/sdb1/Src64/Mesa-git/mesa/src'
>   Makefile:615: recipe for target 'distclean-recursive' failed
>   make: *** [distclean-recursive] Error 1
>
> Reported-by: Andy Furniss <adf.li...@gmail.com>
> Signed-off-by: Rob Clark <robcl...@freedesktop.org>
Reviewed-by: Emil Velikov <emil.veli...@collabora.com>

You might want to pick (as a follow up?) some of these
 - move VARYING_SLOT_MAX and FRAG_RESULT_MAX from mtypes.h to shader_enum.h
 - add the missing SYSTEM_VALUE_NUM_WORK_GROUPS enum
 - use STATIC_ASSERT

I'm also wondering if we'd want to use a prefix for symbols (and
files?) to easily draw the line between the different components.
Through I'd suspect that it will turn into a bikeshed battle ;-)

Thanks
Emil
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