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-rw-r--r--src/gallium/auxiliary/draw/draw_llvm.c6
-rw-r--r--src/gallium/auxiliary/draw/draw_vs_exec.c7
-rw-r--r--src/gallium/docs/source/tgsi.rst11
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