Commit 4a8681ae by Chris Forbes

Remove remaining UBO & constants junk from DrawData

This isn't used. We have Ben's shiny new descriptor-based UBO system now instead. Change-Id: If971e6bce3ddfb149d33dc5c42294d7b75c31888 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/26609Tested-by: 's avatarChris Forbes <chrisforbes@google.com> Presubmit-Ready: Chris Forbes <chrisforbes@google.com> Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
parent 80c796be
......@@ -121,30 +121,6 @@ namespace sw
Texture mipmap[TOTAL_IMAGE_UNITS];
const void *indices;
struct VS
{
float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
byte* u[MAX_UNIFORM_BUFFER_BINDINGS];
byte* t[MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS];
unsigned int reg[MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]; // Offset used when reading from registers, in components
unsigned int row[MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]; // Number of rows to read
unsigned int col[MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]; // Number of columns to read
unsigned int str[MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]; // Number of components between each varying in output buffer
int4 i[16];
bool b[16];
};
struct PS
{
float4 c[FRAGMENT_UNIFORM_VECTORS];
byte* u[MAX_UNIFORM_BUFFER_BINDINGS];
int4 i[16];
bool b[16];
};
VS vs;
PS ps;
int instanceID;
float lineWidth;
......
......@@ -84,23 +84,6 @@ namespace sw
spirvShader->emitEpilog(&routine);
}
RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index)
{
if(bufferIndex == -1)
{
return data + OFFSET(DrawData, vs.c[index]);
}
else
{
return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index;
}
}
RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int &offset)
{
return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
}
Int4 VertexProgram::enableMask()
{
Int4 enable = true ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);
......
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