compiler: Extract num_mesh_vertices_per_primitive function.
Prevent code duplication. Signed-off-by: Timur Kristóf <timur.kristof@gmail.com> Reviewed-by: Marcin Ślusarz <marcin.slusarz@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15005>
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@@ -300,20 +300,8 @@ brw_compute_mue_map(struct nir_shader *nir, struct brw_mue_map *map)
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for (int i = 0; i < VARYING_SLOT_MAX; i++)
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map->start_dw[i] = -1;
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unsigned vertices_per_primitive = 0;
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switch (nir->info.mesh.primitive_type) {
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case SHADER_PRIM_POINTS:
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vertices_per_primitive = 1;
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break;
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case SHADER_PRIM_LINES:
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vertices_per_primitive = 2;
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break;
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case SHADER_PRIM_TRIANGLES:
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vertices_per_primitive = 3;
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break;
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default:
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unreachable("invalid primitive type");
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}
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unsigned vertices_per_primitive =
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num_mesh_vertices_per_primitive(nir->info.mesh.primitive_type);
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map->max_primitives = nir->info.mesh.max_primitives_out;
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map->max_vertices = nir->info.mesh.max_vertices_out;
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