diff options
Diffstat (limited to 'src/vulkan/anv_compiler.cpp')
-rw-r--r-- | src/vulkan/anv_compiler.cpp | 37 |
1 files changed, 2 insertions, 35 deletions
diff --git a/src/vulkan/anv_compiler.cpp b/src/vulkan/anv_compiler.cpp index af193069c6c..3624563c879 100644 --- a/src/vulkan/anv_compiler.cpp +++ b/src/vulkan/anv_compiler.cpp @@ -198,44 +198,11 @@ really_do_vs_prog(struct brw_context *brw, &prog_data->base.base); anv_nir_apply_pipeline_layout(vs->Program->nir, pipeline->layout); - GLbitfield64 outputs_written = vp->program.Base.OutputsWritten; prog_data->inputs_read = vp->program.Base.InputsRead; - if (key->copy_edgeflag) { - outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE); - prog_data->inputs_read |= VERT_BIT_EDGEFLAG; - } - - if (brw->gen < 6) { - /* Put dummy slots into the VUE for the SF to put the replaced - * point sprite coords in. We shouldn't need these dummy slots, - * which take up precious URB space, but it would mean that the SF - * doesn't get nice aligned pairs of input coords into output - * coords, which would be a pain to handle. - */ - for (int i = 0; i < 8; i++) { - if (key->point_coord_replace & (1 << i)) - outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i); - } - - /* if back colors are written, allocate slots for front colors too */ - if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0)) - outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0); - if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1)) - outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1); - } - - /* In order for legacy clipping to work, we need to populate the clip - * distance varying slots whenever clipping is enabled, even if the vertex - * shader doesn't write to gl_ClipDistance. - */ - if (key->nr_userclip_plane_consts) { - outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0); - outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1); - } - brw_compute_vue_map(brw->intelScreen->devinfo, - &prog_data->base.vue_map, outputs_written, + &prog_data->base.vue_map, + vp->program.Base.OutputsWritten, prog ? prog->SeparateShader : false); set_binding_table_layout(&prog_data->base.base, pipeline, |