[Mesa-dev] [PATCH 08/12] i965: Move brw_select_clip_planes() to brw_shader.cpp
Kristian Høgsberg Kristensen
krh at bitplanet.net
Wed Oct 7 07:11:48 PDT 2015
We call this from the compiler so move it to brw_shader.cpp.
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 34c58b8..b21b29e 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,
--
2.4.3
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