diff --git a/src/intel/compiler/brw/brw_nir.c b/src/intel/compiler/brw/brw_nir.c index d031116f984..04b3697fc43 100644 --- a/src/intel/compiler/brw/brw_nir.c +++ b/src/intel/compiler/brw/brw_nir.c @@ -117,31 +117,6 @@ type_size_vec4(const struct glsl_type *type, bool bindless) return type_size_xvec4(type, true, bindless); } -/** - * Returns the minimum number of dvec4 elements needed to pack a type. - * - * For simple types, it will return 1 (a single dvec4); for matrices, the - * number of columns; for array and struct, the sum of the dvec4_size of - * each of its elements; and for sampler and atomic, zero. - * - * This method is useful to calculate how much register space is needed to - * store a particular type. - * - * Measuring double-precision vertex inputs as dvec4 is required because - * ARB_vertex_attrib_64bit states that these uses the same number of locations - * than the single-precision version. That is, two consecutives dvec4 would be - * located in location "x" and location "x+1", not "x+2". - * - * In order to map vec4/dvec4 vertex inputs in the proper ATTRs, - * remap_vs_attrs() will take in account both the location and also if the - * type fits in one or two vec4 slots. - */ -int -type_size_dvec4(const struct glsl_type *type, bool bindless) -{ - return type_size_xvec4(type, false, bindless); -} - static bool is_input(nir_intrinsic_instr *intrin) { @@ -1055,7 +1030,7 @@ brw_nir_lower_fs_outputs(nir_shader *nir) SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION); } - NIR_PASS(_, nir, nir_lower_io, nir_var_shader_out, type_size_dvec4, 0); + NIR_PASS(_, nir, nir_lower_io, nir_var_shader_out, type_size_vec4, 0); } static bool