draw: remove old draw_vertex_shader_queue_flush function

This commit is contained in:
Keith Whitwell 2008-04-18 20:44:13 +01:00
parent dd903d83b3
commit 709e33cf0b
3 changed files with 0 additions and 51 deletions

View file

@ -93,8 +93,6 @@ struct draw_context *draw_create( void )
draw->vs.vertex_cache = tmp;
}
draw->shader_queue_flush = draw_vertex_shader_queue_flush;
/* these defaults are oriented toward the needs of softpipe */
draw->wide_point_threshold = 1000000.0; /* infinity */
draw->wide_line_threshold = 1.0;

View file

@ -309,11 +309,6 @@ struct draw_context
unsigned post_nr;
} vs;
/**
* Run the vertex shader on all vertices in the vertex queue.
*/
void (*shader_queue_flush)(struct draw_context *draw);
/* Prim pipeline queue:
*/
struct {
@ -359,7 +354,6 @@ extern void draw_vertex_cache_invalidate( struct draw_context *draw );
extern void draw_vertex_cache_unreference( struct draw_context *draw );
extern void draw_vertex_cache_reset_vertex_ids( struct draw_context *draw );
extern void draw_vertex_shader_queue_flush( struct draw_context *draw );
extern void draw_update_vertex_fetch( struct draw_context *draw );

View file

@ -37,49 +37,6 @@
#include "draw_context.h"
#include "draw_vs.h"
/**
* Run the vertex shader on all vertices in the vertex queue.
* Called by the draw module when the vertx cache needs to be flushed.
*/
void
draw_vertex_shader_queue_flush(struct draw_context *draw)
{
struct draw_vertex_shader *shader = draw->vertex_shader;
unsigned i;
assert(draw->vs.queue_nr != 0);
/* XXX: do this on statechange:
*/
shader->prepare( shader, draw );
// fprintf(stderr, "%s %d\n", __FUNCTION__, draw->vs.queue_nr );
/* run vertex shader on vertex cache entries, four per invokation */
for (i = 0; i < draw->vs.queue_nr; i += MAX_SHADER_VERTICES) {
unsigned elts[MAX_SHADER_VERTICES];
int j, n = MIN2(MAX_SHADER_VERTICES, draw->vs.queue_nr - i);
struct vertex_header *dests =
draw_header_from_block(draw->vs.vertex_cache,
MAX_VERTEX_ALLOCATION, i);
for (j = 0; j < n; j++) {
elts[j] = draw->vs.elts[i + j];
}
for ( ; j < MAX_SHADER_VERTICES; j++) {
elts[j] = elts[0];
}
assert(n > 0);
assert(n <= MAX_SHADER_VERTICES);
// shader->run(shader, draw, elts, n, dests, MAX_VERTEX_ALLOCATION);
}
draw->vs.post_nr = draw->vs.queue_nr;
draw->vs.queue_nr = 0;
}
struct draw_vertex_shader *