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authorEric Anholt <[email protected]>2019-01-03 11:31:37 -0800
committerEric Anholt <[email protected]>2019-01-04 15:41:23 -0800
commitb0e008625706c34758defffa860d087d746261b5 (patch)
tree141141f7a8739dcc43828943c4b900197bea38bd /src/broadcom/compiler
parentf8e6b364b0aa64f0935a232574536dc462257418 (diff)
v3d: Remove dead switch cases and comments from v3d_nir_lower_io.
Moving things to NIR left this mess around. All we lower now is uniforms.
Diffstat (limited to 'src/broadcom/compiler')
-rw-r--r--src/broadcom/compiler/v3d_nir_lower_io.c11
1 files changed, 3 insertions, 8 deletions
diff --git a/src/broadcom/compiler/v3d_nir_lower_io.c b/src/broadcom/compiler/v3d_nir_lower_io.c
index 1c1665f5831..db339f87a53 100644
--- a/src/broadcom/compiler/v3d_nir_lower_io.c
+++ b/src/broadcom/compiler/v3d_nir_lower_io.c
@@ -28,10 +28,9 @@
* Walks the NIR generated by TGSI-to-NIR or GLSL-to-NIR to lower its io
* intrinsics into something amenable to the V3D architecture.
*
- * Currently, it splits VS inputs and uniforms into scalars, drops any
- * non-position outputs in coordinate shaders, and fixes up the addressing on
- * indirect uniform loads. FS input and VS output scalarization is handled by
- * nir_lower_io_to_scalar().
+ * Currently, it just splits uniforms into scalars, and fixes up the
+ * addressing on indirect uniform loads. FS input and VS output scalarization
+ * is handled by nir_lower_io_to_scalar().
*/
static void
@@ -95,14 +94,10 @@ v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
- case nir_intrinsic_load_input:
- break;
-
case nir_intrinsic_load_uniform:
v3d_nir_lower_uniform(c, b, intr);
break;
- case nir_intrinsic_load_user_clip_plane:
default:
break;
}