-/**
- * Decide which set of clip planes should be used when clipping via
- * gl_Position or gl_ClipVertex.
- */
-gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
-{
- if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) {
- /* There is currently a GLSL vertex shader, so clip according to GLSL
- * rules, which means compare gl_ClipVertex (or gl_Position, if
- * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
- * that were stored in EyeUserPlane at the time the clip planes were
- * specified.
- */
- return ctx->Transform.EyeUserPlane;
- } else {
- /* Either we are using fixed function or an ARB vertex program. In
- * either case the clip planes are going to be compared against
- * gl_Position (which is in clip coordinates) so we have to clip using
- * _ClipUserPlane, which was transformed into clip coordinates by Mesa
- * core.
- */
- return ctx->Transform._ClipUserPlane;
- }
-}
-
-
-bool
-brw_vs_prog_data_compare(const void *in_a, const void *in_b)
-{
- const struct brw_vs_prog_data *a = in_a;
- const struct brw_vs_prog_data *b = in_b;
-
- /* Compare the base structure. */
- if (!brw_stage_prog_data_compare(&a->base.base, &b->base.base))
- return false;
-
- /* Compare the rest of the struct. */
- const unsigned offset = sizeof(struct brw_stage_prog_data);
- if (memcmp(((char *) a) + offset, ((char *) b) + offset,
- sizeof(struct brw_vs_prog_data) - offset)) {
- return false;
- }
-
- return true;
-}
-