On Fri, Jan 8, 2016 at 4:12 PM, Brian Paul wrote:
> Yes, this fixes things. Thanks, Kristian!
>
> Tested-by: Brian Paul
Thanks for testing - I've pushed the fix.
Kristian
>
> On 01/08/2016 05:07 PM, Kristian Høgsberg wrote:
>>
>> From: Kristian Høgsberg Kristensen
>>
>> SCons doesn't underst
Yes, this fixes things. Thanks, Kristian!
Tested-by: Brian Paul
On 01/08/2016 05:07 PM, Kristian Høgsberg wrote:
From: Kristian Høgsberg Kristensen
SCons doesn't understand nir yet and doesn't want to compile the glsl to
nir pass. Move the files to their own variable so we can add it only f
From: Kristian Høgsberg Kristensen
SCons doesn't understand nir yet and doesn't want to compile the glsl to
nir pass. Move the files to their own variable so we can add it only for
automake.
---
Ok, this one adds shader_enums.c to the SCons build, should fix
the issue Brian saw.
Kristian
src/
Still doesn't work for me:
scons: done reading SConscript files.
scons: Building targets ...
Compiling src/mesa/main/shaderapi.c ...
Linking
build/linux-x86_64-debug/gallium/targets/libgl-xlib/libGL.so.1.5 ...
build/linux-x86_64-debug/mesa/libmesa.a(shaderapi.os): In function
`compile_shad
Looks great. Thanks.
Reviewed-by: Jose Fonseca
We really need to get NIR into SCons. There's no reason not to. It
takes time, but when consider the time we all spend with build issues,
it's probably not that much.
Jose
On 08/01/16 23:44, Kristian Høgsberg wrote:
From: Kristian Høgsberg
From: Kristian Høgsberg Kristensen
SCons doesn't understand nir yet and doesn't want to compile the glsl to
nir pass. Move the files to their own variable so we can add it only for
automake.
---
I'm currently build testing this just to be sure, but this should fix
the SCons build breakage in my