From a2195e561a1ef2be1398c05fe83299638220f5ff Mon Sep 17 00:00:00 2001 From: Jason Ekstrand Date: Wed, 1 Mar 2017 11:53:41 -0800 Subject: [PATCH] i965: Move select_clip_planes to brw_vs.c Reviewed-by: Matt Turner --- src/mesa/drivers/dri/i965/brw_shader.cpp | 25 ----------------------- src/mesa/drivers/dri/i965/brw_vs.c | 26 ++++++++++++++++++++++++ 2 files changed, 26 insertions(+), 25 deletions(-) diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp index 28ed8dc37e8..53576da7773 100644 --- a/src/mesa/drivers/dri/i965/brw_shader.cpp +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp @@ -1137,31 +1137,6 @@ backend_shader::calculate_cfg() cfg = new(mem_ctx) cfg_t(&this->instructions); } -/** - * 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; - } -} - extern "C" const unsigned * brw_compile_tes(const struct brw_compiler *compiler, void *log_data, diff --git a/src/mesa/drivers/dri/i965/brw_vs.c b/src/mesa/drivers/dri/i965/brw_vs.c index 3f11a76506e..a9c474ac06a 100644 --- a/src/mesa/drivers/dri/i965/brw_vs.c +++ b/src/mesa/drivers/dri/i965/brw_vs.c @@ -43,6 +43,32 @@ #include "util/ralloc.h" +/** + * 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; + } +} + GLbitfield64 brw_vs_outputs_written(struct brw_context *brw, struct brw_vs_prog_key *key, GLbitfield64 user_varyings) -- 2.30.2