Mesa (master): i965: Move brw_select_clip_planes() to brw_shader.cpp

Kristian Høgsberg krh at kemper.freedesktop.org
Thu Oct 8 19:20:18 UTC 2015


Module: Mesa
Branch: master
Commit: ffc841cae5a4a46c462b5ad5d97017154d3327e2
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=ffc841cae5a4a46c462b5ad5d97017154d3327e2

Author: Kristian Høgsberg Kristensen <krh at bitplanet.net>
Date:   Wed Oct  7 04:19:39 2015 -0700

i965: Move brw_select_clip_planes() to brw_shader.cpp

We call this from the compiler so move it to brw_shader.cpp.

Reviewed-by: Topi Pohjolainen <topi.pohjolainen at intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh at bitplanet.net>

---

 src/mesa/drivers/dri/i965/brw_shader.cpp |   26 ++++++++++++++++++++++++++
 src/mesa/drivers/dri/i965/brw_vs.c       |   25 -------------------------
 2 files changed, 26 insertions(+), 25 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp
index 15f7393..0f743fb 100644
--- a/src/mesa/drivers/dri/i965/brw_shader.cpp
+++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
@@ -1227,3 +1227,29 @@ brw_setup_image_uniform_values(gl_shader_stage stage,
          stage_prog_data->binding_table.image_start + image_idx);
    }
 }
+
+/**
+ * Decide which set of clip planes should be used when clipping via
+ * gl_Position or gl_ClipVertex.
+ */
+gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
+{
+   if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) {
+      /* There is currently a GLSL vertex shader, so clip according to GLSL
+       * rules, which means compare gl_ClipVertex (or gl_Position, if
+       * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
+       * that were stored in EyeUserPlane at the time the clip planes were
+       * specified.
+       */
+      return ctx->Transform.EyeUserPlane;
+   } else {
+      /* Either we are using fixed function or an ARB vertex program.  In
+       * either case the clip planes are going to be compared against
+       * gl_Position (which is in clip coordinates) so we have to clip using
+       * _ClipUserPlane, which was transformed into clip coordinates by Mesa
+       * core.
+       */
+      return ctx->Transform._ClipUserPlane;
+   }
+}
+
diff --git a/src/mesa/drivers/dri/i965/brw_vs.c b/src/mesa/drivers/dri/i965/brw_vs.c
index 63d2e3f..36ba52e 100644
--- a/src/mesa/drivers/dri/i965/brw_vs.c
+++ b/src/mesa/drivers/dri/i965/brw_vs.c
@@ -41,31 +41,6 @@
 
 #include "util/ralloc.h"
 
-/**
- * Decide which set of clip planes should be used when clipping via
- * gl_Position or gl_ClipVertex.
- */
-gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
-{
-   if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) {
-      /* There is currently a GLSL vertex shader, so clip according to GLSL
-       * rules, which means compare gl_ClipVertex (or gl_Position, if
-       * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
-       * that were stored in EyeUserPlane at the time the clip planes were
-       * specified.
-       */
-      return ctx->Transform.EyeUserPlane;
-   } else {
-      /* Either we are using fixed function or an ARB vertex program.  In
-       * either case the clip planes are going to be compared against
-       * gl_Position (which is in clip coordinates) so we have to clip using
-       * _ClipUserPlane, which was transformed into clip coordinates by Mesa
-       * core.
-       */
-      return ctx->Transform._ClipUserPlane;
-   }
-}
-
 bool
 brw_codegen_vs_prog(struct brw_context *brw,
                     struct gl_shader_program *prog,




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