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authorMarek Olšák <[email protected]>2015-07-25 16:53:29 +0200
committerMarek Olšák <[email protected]>2015-07-31 16:49:16 +0200
commit9a4c57afe48c391bb335f74c88b447f83704b413 (patch)
tree37f585e2d0e5c5707b2c059bfc647f5c2f225522 /src/gallium/drivers/radeon/radeon_llvm.h
parentb9dad585e66b1031bdcbb148a19524ee2705baf7 (diff)
gallium/radeon: remove unused variables and old comments
Reviewed-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/gallium/drivers/radeon/radeon_llvm.h')
-rw-r--r--src/gallium/drivers/radeon/radeon_llvm.h19
1 files changed, 0 insertions, 19 deletions
diff --git a/src/gallium/drivers/radeon/radeon_llvm.h b/src/gallium/drivers/radeon/radeon_llvm.h
index 9e05c2447ee..e967ad2214e 100644
--- a/src/gallium/drivers/radeon/radeon_llvm.h
+++ b/src/gallium/drivers/radeon/radeon_llvm.h
@@ -58,7 +58,6 @@ struct radeon_llvm_context {
unsigned type;
unsigned face_gpr;
unsigned two_side;
- unsigned clip_vertex;
unsigned inputs_count;
struct r600_shader_io * r600_inputs;
struct r600_shader_io * r600_outputs;
@@ -72,21 +71,6 @@ struct radeon_llvm_context {
/*=== Front end configuration ===*/
- /* Special Intrinsics */
-
- /** Write to an output register: float store_output(float, i32) */
- const char * store_output_intr;
-
- /** Swizzle a vector value: <4 x float> swizzle(<4 x float>, i32)
- * The swizzle is an unsigned integer that encodes a TGSI_SWIZZLE_* value
- * in 2-bits.
- * Swizzle{0-1} = X Channel
- * Swizzle{2-3} = Y Channel
- * Swizzle{4-5} = Z Channel
- * Swizzle{6-7} = W Channel
- */
- const char * swizzle_intr;
-
/* Instructions that are not described by any of the TGSI opcodes. */
/** This function is responsible for initilizing the inputs array and will be
@@ -100,9 +84,6 @@ struct radeon_llvm_context {
unsigned index,
const struct tgsi_full_declaration *decl);
- /** User data to use with the callbacks */
- void * userdata;
-
/** This array contains the input values for the shader. Typically these
* values will be in the form of a target intrinsic that will inform the
* backend how to load the actual inputs to the shader.