anv/compiler: Delete legacy clipping code

This is a Vulkan driver.  We don't need legacy clipping stuff and, even if
we did, we don't plan on supporting pre-Sandybridge anyway.
This commit is contained in:
Jason Ekstrand
2015-10-19 16:26:16 -07:00
parent fba55b711e
commit 661d0db077
+2 -35
View File
@@ -198,44 +198,11 @@ really_do_vs_prog(struct brw_context *brw,
&prog_data->base.base);
anv_nir_apply_pipeline_layout(vs->Program->nir, pipeline->layout);
GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
prog_data->inputs_read = vp->program.Base.InputsRead;
if (key->copy_edgeflag) {
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
prog_data->inputs_read |= VERT_BIT_EDGEFLAG;
}
if (brw->gen < 6) {
/* Put dummy slots into the VUE for the SF to put the replaced
* point sprite coords in. We shouldn't need these dummy slots,
* which take up precious URB space, but it would mean that the SF
* doesn't get nice aligned pairs of input coords into output
* coords, which would be a pain to handle.
*/
for (int i = 0; i < 8; i++) {
if (key->point_coord_replace & (1 << i))
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
}
/* if back colors are written, allocate slots for front colors too */
if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
}
/* In order for legacy clipping to work, we need to populate the clip
* distance varying slots whenever clipping is enabled, even if the vertex
* shader doesn't write to gl_ClipDistance.
*/
if (key->nr_userclip_plane_consts) {
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
}
brw_compute_vue_map(brw->intelScreen->devinfo,
&prog_data->base.vue_map, outputs_written,
&prog_data->base.vue_map,
vp->program.Base.OutputsWritten,
prog ? prog->SeparateShader : false);
set_binding_table_layout(&prog_data->base.base, pipeline,