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@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
This commit is contained in:
Kristian Høgsberg Kristensen 2015-10-07 04:19:39 -07:00
parent 365e5d7892
commit ffc841cae5
2 changed files with 26 additions and 25 deletions

View file

@ -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;
}
}

View file

@ -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,