diff options
Diffstat (limited to 'src/gallium')
-rw-r--r-- | src/gallium/auxiliary/draw/draw_llvm.c | 6 | ||||
-rw-r--r-- | src/gallium/auxiliary/draw/draw_vs_exec.c | 7 | ||||
-rw-r--r-- | src/gallium/docs/source/tgsi.rst | 11 |
3 files changed, 5 insertions, 19 deletions
diff --git a/src/gallium/auxiliary/draw/draw_llvm.c b/src/gallium/auxiliary/draw/draw_llvm.c index fe49b8687ab..71cc45f1f68 100644 --- a/src/gallium/auxiliary/draw/draw_llvm.c +++ b/src/gallium/auxiliary/draw/draw_llvm.c @@ -659,12 +659,6 @@ generate_vs(struct draw_llvm_variant *variant, LLVMBuildStore(builder, out, outputs[attrib][chan]); } break; - case TGSI_SEMANTIC_FOG: - if (chan == 1 || chan == 2) - LLVMBuildStore(builder, bld.zero, outputs[attrib][chan]); - else if (chan == 3) - LLVMBuildStore(builder, bld.one, outputs[attrib][chan]); - break; } } } diff --git a/src/gallium/auxiliary/draw/draw_vs_exec.c b/src/gallium/auxiliary/draw/draw_vs_exec.c index 610039498a3..83cc5fda5a7 100644 --- a/src/gallium/auxiliary/draw/draw_vs_exec.c +++ b/src/gallium/auxiliary/draw/draw_vs_exec.c @@ -167,12 +167,7 @@ vs_exec_run_linear( struct draw_vertex_shader *shader, output[slot][2] = CLAMP(machine->Outputs[slot].xyzw[2].f[j], 0.0f, 1.0f); output[slot][3] = CLAMP(machine->Outputs[slot].xyzw[3].f[j], 0.0f, 1.0f); } - else if (name == TGSI_SEMANTIC_FOG) { - output[slot][0] = machine->Outputs[slot].xyzw[0].f[j]; - output[slot][1] = 0; - output[slot][2] = 0; - output[slot][3] = 1; - } else + else { output[slot][0] = machine->Outputs[slot].xyzw[0].f[j]; output[slot][1] = machine->Outputs[slot].xyzw[1].f[j]; diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst index f80c08d3175..0501aca54fc 100644 --- a/src/gallium/docs/source/tgsi.rst +++ b/src/gallium/docs/source/tgsi.rst @@ -2420,13 +2420,10 @@ TGSI_SEMANTIC_FOG Vertex shader inputs and outputs and fragment shader inputs may be labeled with TGSI_SEMANTIC_FOG to indicate that the register contains -a fog coordinate in the form (F, 0, 0, 1). Typically, the fragment -shader will use the fog coordinate to compute a fog blend factor which -is used to blend the normal fragment color with a constant fog color. - -Only the first component matters when writing from the vertex shader; -the driver will ensure that the coordinate is in this format when used -as a fragment shader input. +a fog coordinate. Typically, the fragment shader will use the fog coordinate +to compute a fog blend factor which is used to blend the normal fragment color +with a constant fog color. But fog coord really is just an ordinary vec4 +register like regular semantics. TGSI_SEMANTIC_PSIZE |