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authorEric Anholt <eric@anholt.net>2015-07-28 19:59:45 -0700
committerEric Anholt <eric@anholt.net>2015-07-28 19:59:45 -0700
commitaefec4fa226d06e4b414170739be18dd24d3eed7 (patch)
tree313c71ec2901d8527e302c5ef002abc0c8bebb4a
parent1f5e070dd7ddd344a913f2f5daddebb4c51abb8a (diff)
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vc4: Drop unused vpm_offset value.
It's been dead since we started doing VS/CS attr offset setup during shader compile.
-rw-r--r--src/gallium/drivers/vc4/vc4_draw.c3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c
index 1c7f3b1..ff749fd 100644
--- a/src/gallium/drivers/vc4/vc4_draw.c
+++ b/src/gallium/drivers/vc4/vc4_draw.c
@@ -195,7 +195,6 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
uint32_t max_index = 0xffff;
- uint32_t vpm_offset = 0;
for (int i = 0; i < vtx->num_elements; i++) {
struct pipe_vertex_element *elem = &vtx->pipe[i];
struct pipe_vertex_buffer *vb =
@@ -214,8 +213,6 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[i]);
cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[i]);
- vpm_offset += align(elem_size, 4);
-
if (vb->stride > 0) {
max_index = MIN2(max_index,
(vb_size - elem_size) / vb->stride);