Commit 377d493a by Chris Forbes

Remove VertexProcessor::multisampling state bit

The vertex processor doesn't need to know. V3: also remove from GL side, which didn't use it either. Change-Id: Id0624fb2700222be6238a8449b32b334755a45e7 Reviewed-on: https://swiftshader-review.googlesource.com/c/25332Tested-by: 's avatarChris Forbes <chrisforbes@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com>
parent 53c8957c
......@@ -292,7 +292,6 @@ namespace sw
State state;
state.shaderID = context->vertexShader->getSerialID();
state.multiSampling = context->getMultiSampleCount() > 1;
// Note: Quads aren't handled for verticesPerPrimitive, but verticesPerPrimitive is used for transform feedback,
// which is an OpenGL ES 3.0 feature, and OpenGL ES 3.0 doesn't support quads as a primitive type.
......
......@@ -53,8 +53,6 @@ namespace sw
bool textureSampling : 1; // TODO: Eliminate by querying shader.
unsigned char verticesPerPrimitive : 2; // 1 (points), 2 (lines) or 3 (triangles)
bool multiSampling : 1;
Sampler::State sampler[VERTEX_TEXTURE_IMAGE_UNITS];
struct Input
......
......@@ -970,7 +970,6 @@ namespace sw
state.preTransformed = context->preTransformed;
state.superSampling = context->getSuperSampleCount() > 1;
state.multiSampling = context->getMultiSampleCount() > 1;
state.transformFeedbackQueryEnabled = context->transformFeedbackQueryEnabled;
state.transformFeedbackEnabled = context->transformFeedbackEnabled;
......
......@@ -80,7 +80,6 @@ namespace sw
bool preTransformed : 1;
bool superSampling : 1;
bool multiSampling : 1;
struct TextureState
{
......
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