[Mesa-dev] [PATCH] i965: Move select_clip_planes to brw_vs.c

Jason Ekstrand jason at jlekstrand.net
Wed Mar 1 20:16:34 UTC 2017


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

diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp
index 28ed8dc..53576da 100644
--- a/src/mesa/drivers/dri/i965/brw_shader.cpp
+++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
@@ -1137,31 +1137,6 @@ backend_shader::calculate_cfg()
    cfg = new(mem_ctx) cfg_t(&this->instructions);
 }
 
-/**
- * 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;
-   }
-}
-
 extern "C" const unsigned *
 brw_compile_tes(const struct brw_compiler *compiler,
                 void *log_data,
diff --git a/src/mesa/drivers/dri/i965/brw_vs.c b/src/mesa/drivers/dri/i965/brw_vs.c
index 3f11a76..fa54eb5 100644
--- a/src/mesa/drivers/dri/i965/brw_vs.c
+++ b/src/mesa/drivers/dri/i965/brw_vs.c
@@ -43,6 +43,31 @@
 
 #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;
+   }
+}
+
 GLbitfield64
 brw_vs_outputs_written(struct brw_context *brw, struct brw_vs_prog_key *key,
                        GLbitfield64 user_varyings)
-- 
2.5.0.400.gff86faf



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