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-rw-r--r--src/mesa/drivers/dri/i965/brw_vs.c102
1 files changed, 0 insertions, 102 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_vs.c b/src/mesa/drivers/dri/i965/brw_vs.c
index d03567e..6e9848f 100644
--- a/src/mesa/drivers/dri/i965/brw_vs.c
+++ b/src/mesa/drivers/dri/i965/brw_vs.c
@@ -40,108 +40,6 @@
#include "util/ralloc.h"
-static inline void assign_vue_slot(struct brw_vue_map *vue_map,
- int varying)
-{
- /* Make sure this varying hasn't been assigned a slot already */
- assert (vue_map->varying_to_slot[varying] == -1);
-
- vue_map->varying_to_slot[varying] = vue_map->num_slots;
- vue_map->slot_to_varying[vue_map->num_slots++] = varying;
-}
-
-/**
- * Compute the VUE map for vertex shader program.
- */
-void
-brw_compute_vue_map(const struct brw_device_info *devinfo,
- struct brw_vue_map *vue_map,
- GLbitfield64 slots_valid)
-{
- vue_map->slots_valid = slots_valid;
- int i;
-
- /* gl_Layer and gl_ViewportIndex don't get their own varying slots -- they
- * are stored in the first VUE slot (VARYING_SLOT_PSIZ).
- */
- slots_valid &= ~(VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT);
-
- /* Make sure that the values we store in vue_map->varying_to_slot and
- * vue_map->slot_to_varying won't overflow the signed chars that are used
- * to store them. Note that since vue_map->slot_to_varying sometimes holds
- * values equal to BRW_VARYING_SLOT_COUNT, we need to ensure that
- * BRW_VARYING_SLOT_COUNT is <= 127, not 128.
- */
- STATIC_ASSERT(BRW_VARYING_SLOT_COUNT <= 127);
-
- vue_map->num_slots = 0;
- for (i = 0; i < BRW_VARYING_SLOT_COUNT; ++i) {
- vue_map->varying_to_slot[i] = -1;
- vue_map->slot_to_varying[i] = BRW_VARYING_SLOT_COUNT;
- }
-
- /* VUE header: format depends on chip generation and whether clipping is
- * enabled.
- */
- if (devinfo->gen < 6) {
- /* There are 8 dwords in VUE header pre-Ironlake:
- * dword 0-3 is indices, point width, clip flags.
- * dword 4-7 is ndc position
- * dword 8-11 is the first vertex data.
- *
- * On Ironlake the VUE header is nominally 20 dwords, but the hardware
- * will accept the same header layout as Gen4 [and should be a bit faster]
- */
- assign_vue_slot(vue_map, VARYING_SLOT_PSIZ);
- assign_vue_slot(vue_map, BRW_VARYING_SLOT_NDC);
- assign_vue_slot(vue_map, VARYING_SLOT_POS);
- } else {
- /* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge:
- * dword 0-3 of the header is indices, point width, clip flags.
- * dword 4-7 is the 4D space position
- * dword 8-15 of the vertex header is the user clip distance if
- * enabled.
- * dword 8-11 or 16-19 is the first vertex element data we fill.
- */
- assign_vue_slot(vue_map, VARYING_SLOT_PSIZ);
- assign_vue_slot(vue_map, VARYING_SLOT_POS);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0))
- assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST0);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1))
- assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST1);
-
- /* front and back colors need to be consecutive so that we can use
- * ATTRIBUTE_SWIZZLE_INPUTATTR_FACING to swizzle them when doing
- * two-sided color.
- */
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL0))
- assign_vue_slot(vue_map, VARYING_SLOT_COL0);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC0))
- assign_vue_slot(vue_map, VARYING_SLOT_BFC0);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_COL1))
- assign_vue_slot(vue_map, VARYING_SLOT_COL1);
- if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC1))
- assign_vue_slot(vue_map, VARYING_SLOT_BFC1);
- }
-
- /* The hardware doesn't care about the rest of the vertex outputs, so just
- * assign them contiguously. Don't reassign outputs that already have a
- * slot.
- *
- * We generally don't need to assign a slot for VARYING_SLOT_CLIP_VERTEX,
- * since it's encoded as the clip distances by emit_clip_distances().
- * However, it may be output by transform feedback, and we'd rather not
- * recompute state when TF changes, so we just always include it.
- */
- for (int i = 0; i < VARYING_SLOT_MAX; ++i) {
- if ((slots_valid & BITFIELD64_BIT(i)) &&
- vue_map->varying_to_slot[i] == -1) {
- assign_vue_slot(vue_map, i);
- }
- }
-}
-
-
/**
* Decide which set of clip planes should be used when clipping via
* gl_Position or gl_ClipVertex.