struct ppc_function ppc_program;
codegen_function func;
-
- struct tgsi_exec_machine *machine;
};
vs_ppc_prepare( struct draw_vertex_shader *base,
struct draw_context *draw )
{
+ /* nothing */
}
-
-/* Simplified vertex shader interface for the pt paths. Given the
+/**
+ * Simplified vertex shader interface for the pt paths. Given the
* complexity of code-generating all the above operations together,
* it's time to try doing all the other stuff separately.
*/
unsigned output_stride )
{
struct draw_ppc_vertex_shader *shader = (struct draw_ppc_vertex_shader *)base;
- struct tgsi_exec_machine *machine = shader->machine;
unsigned int i;
#define MAX_VERTICES 4
}
-
-
static void
vs_ppc_delete( struct draw_vertex_shader *base )
{
struct draw_vertex_shader *
draw_create_vs_ppc(struct draw_context *draw,
- const struct pipe_shader_state *templ)
+ const struct pipe_shader_state *templ)
{
struct draw_ppc_vertex_shader *vs;
vs->base.immediates = align_malloc(TGSI_EXEC_NUM_IMMEDIATES * 4 *
sizeof(float), 16);
- vs->machine = &draw->vs.machine;
-
ppc_init_func( &vs->ppc_program, 2000 ); /* XXX fix limit */
if (!tgsi_emit_ppc( (struct tgsi_token *) vs->base.state.tokens,