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-rw-r--r--src/mesa/vbo/vbo.h4
-rw-r--r--src/mesa/vbo/vbo_exec.c65
2 files changed, 0 insertions, 69 deletions
diff --git a/src/mesa/vbo/vbo.h b/src/mesa/vbo/vbo.h
index ffbb2018b15..c1c3e0ea84c 100644
--- a/src/mesa/vbo/vbo.h
+++ b/src/mesa/vbo/vbo.h
@@ -196,10 +196,6 @@ void vbo_set_draw_func(struct gl_context *ctx, vbo_draw_func func);
void vbo_set_indirect_draw_func(struct gl_context *ctx,
vbo_indirect_draw_func func);
-size_t
-vbo_count_tessellated_primitives(GLenum mode, GLuint count,
- GLuint num_instances);
-
void
vbo_try_prim_conversion(struct _mesa_prim *p);
diff --git a/src/mesa/vbo/vbo_exec.c b/src/mesa/vbo/vbo_exec.c
index dc26dfd37b4..4320738bd6d 100644
--- a/src/mesa/vbo/vbo_exec.c
+++ b/src/mesa/vbo/vbo_exec.c
@@ -70,71 +70,6 @@ void vbo_exec_destroy( struct gl_context *ctx )
/**
- * Figure out the number of transform feedback primitives that will be output
- * considering the drawing mode, number of vertices, and instance count,
- * assuming that no geometry shading is done and primitive restart is not
- * used.
- *
- * This is used by driver back-ends in implementing the PRIMITIVES_GENERATED
- * and TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries. It is also used to
- * pre-validate draw calls in GLES3 (where draw calls only succeed if there is
- * enough room in the transform feedback buffer for the result).
- */
-size_t
-vbo_count_tessellated_primitives(GLenum mode, GLuint count,
- GLuint num_instances)
-{
- size_t num_primitives;
- switch (mode) {
- case GL_POINTS:
- num_primitives = count;
- break;
- case GL_LINE_STRIP:
- num_primitives = count >= 2 ? count - 1 : 0;
- break;
- case GL_LINE_LOOP:
- num_primitives = count >= 2 ? count : 0;
- break;
- case GL_LINES:
- num_primitives = count / 2;
- break;
- case GL_TRIANGLE_STRIP:
- case GL_TRIANGLE_FAN:
- case GL_POLYGON:
- num_primitives = count >= 3 ? count - 2 : 0;
- break;
- case GL_TRIANGLES:
- num_primitives = count / 3;
- break;
- case GL_QUAD_STRIP:
- num_primitives = count >= 4 ? ((count / 2) - 1) * 2 : 0;
- break;
- case GL_QUADS:
- num_primitives = (count / 4) * 2;
- break;
- case GL_LINES_ADJACENCY:
- num_primitives = count / 4;
- break;
- case GL_LINE_STRIP_ADJACENCY:
- num_primitives = count >= 4 ? count - 3 : 0;
- break;
- case GL_TRIANGLES_ADJACENCY:
- num_primitives = count / 6;
- break;
- case GL_TRIANGLE_STRIP_ADJACENCY:
- num_primitives = count >= 6 ? (count - 4) / 2 : 0;
- break;
- default:
- assert(!"Unexpected primitive type in count_tessellated_primitives");
- num_primitives = 0;
- break;
- }
- return num_primitives * num_instances;
-}
-
-
-
-/**
* In some degenarate cases we can improve our ability to merge
* consecutive primitives. For example:
* glBegin(GL_LINE_STRIP);