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-rw-r--r--src/compiler/glsl/ir.cpp25
1 files changed, 0 insertions, 25 deletions
diff --git a/src/compiler/glsl/ir.cpp b/src/compiler/glsl/ir.cpp
index 69f1f1a7e5d..8e4b382ebd3 100644
--- a/src/compiler/glsl/ir.cpp
+++ b/src/compiler/glsl/ir.cpp
@@ -1618,31 +1618,6 @@ ir_variable::get_extension_warning() const
? NULL : warn_extension_table[this->data.warn_extension_index];
}
-unsigned
-ir_variable::count_attribute_slots(bool is_vertex_stage) const
-{
- /* GLSL contains several built-in arrays that control fixed-function
- * hardware, and are somewhat special. Clip distances and tessellation
- * factors are exposed as float[] arrays, but typically are packed
- * tightly. We want to expose these as taking a single varying slot
- * and let drivers handle laying them out appropriately.
- *
- * Skip this override if the arrays were lowered to vectors.
- */
- if (type->without_array()->is_scalar() &&
- (data.mode == ir_var_shader_in || data.mode == ir_var_shader_out) &&
- (data.location == VARYING_SLOT_CLIP_DIST0 ||
- data.location == VARYING_SLOT_CULL_DIST0 ||
- data.location == VARYING_SLOT_TESS_LEVEL_OUTER ||
- data.location == VARYING_SLOT_TESS_LEVEL_INNER)) {
- return type->length / 4;
- }
-
- /* For normal variables, simply consult the type. */
- bool is_vs_input = is_vertex_stage && this->data.mode == ir_var_shader_in;
- return this->type->count_attribute_slots(is_vs_input);
-}
-
ir_function_signature::ir_function_signature(const glsl_type *return_type,
builtin_available_predicate b)
: ir_instruction(ir_type_function_signature),