diff options
author | Eric Anholt <[email protected]> | 2019-01-03 11:31:37 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2019-01-04 15:41:23 -0800 |
commit | b0e008625706c34758defffa860d087d746261b5 (patch) | |
tree | 141141f7a8739dcc43828943c4b900197bea38bd /src/broadcom | |
parent | f8e6b364b0aa64f0935a232574536dc462257418 (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')
-rw-r--r-- | src/broadcom/compiler/v3d_nir_lower_io.c | 11 |
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; } |