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authorJason Ekstrand <[email protected]>2016-11-12 08:07:54 -0800
committerJason Ekstrand <[email protected]>2016-11-16 10:08:38 -0800
commit623e1e06d8cf4150b9cffea1072ca6b21f7719e2 (patch)
tree296f32849201fcde2bc1e2560496b2e44ec3234e /src/intel/vulkan/anv_private.h
parent0087064f26d94ded714b9d6231fdb815a9f3f9a1 (diff)
anv/pipeline: Get rid of the kernel pointer fields
Now that we have anv_shader_bin, they're completely redundant with other information we have in the pipeline. For vertex shaders, we also go through way too much work to put the offset in one or the other field and then look at which one we put it in later. Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]>
Diffstat (limited to 'src/intel/vulkan/anv_private.h')
-rw-r--r--src/intel/vulkan/anv_private.h5
1 files changed, 0 insertions, 5 deletions
diff --git a/src/intel/vulkan/anv_private.h b/src/intel/vulkan/anv_private.h
index 30deb02e1da..24035f4a41f 100644
--- a/src/intel/vulkan/anv_private.h
+++ b/src/intel/vulkan/anv_private.h
@@ -1389,11 +1389,6 @@ struct anv_pipeline {
VkShaderStageFlags active_stages;
struct anv_state blend_state;
- uint32_t vs_simd8;
- uint32_t vs_vec4;
- uint32_t ps_ksp0;
- uint32_t gs_kernel;
- uint32_t cs_simd;
uint32_t vb_used;
uint32_t binding_stride[MAX_VBS];