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authorKeith Whitwell <keithw@vmware.com>2009-08-23 11:22:41 +0100
committerKeith Whitwell <keithw@vmware.com>2009-08-23 11:22:41 +0100
commit4fe0fc3eba1f79beda890a5016359d549bab6ad4 (patch)
tree8545d36658d34a101e432290c2ff34b973702257 /src/gallium/drivers/softpipe/sp_state_derived.c
parent47800c572f199e7857e02e0f999b410c727a275d (diff)
softpipe: remove old prim_setup draw stage
Everything now goes through the draw_vbuf handler, the same as regular drivers.
Diffstat (limited to 'src/gallium/drivers/softpipe/sp_state_derived.c')
-rw-r--r--src/gallium/drivers/softpipe/sp_state_derived.c25
1 files changed, 10 insertions, 15 deletions
diff --git a/src/gallium/drivers/softpipe/sp_state_derived.c b/src/gallium/drivers/softpipe/sp_state_derived.c
index 04fc125e3d..2a40589e84 100644
--- a/src/gallium/drivers/softpipe/sp_state_derived.c
+++ b/src/gallium/drivers/softpipe/sp_state_derived.c
@@ -68,24 +68,19 @@ softpipe_get_vertex_info(struct softpipe_context *softpipe)
const struct sp_fragment_shader *spfs = softpipe->fs;
const enum interp_mode colorInterp
= softpipe->rasterizer->flatshade ? INTERP_CONSTANT : INTERP_LINEAR;
+ struct vertex_info *vinfo_vbuf = &softpipe->vertex_info_vbuf;
+ const uint num = draw_num_vs_outputs(softpipe->draw);
uint i;
- if (softpipe->vbuf) {
- /* if using the post-transform vertex buffer, tell draw_vbuf to
- * simply emit the whole post-xform vertex as-is:
- */
- struct vertex_info *vinfo_vbuf = &softpipe->vertex_info_vbuf;
- const uint num = draw_num_vs_outputs(softpipe->draw);
- uint i;
-
- /* No longer any need to try and emit draw vertex_header info.
- */
- vinfo_vbuf->num_attribs = 0;
- for (i = 0; i < num; i++) {
- draw_emit_vertex_attr(vinfo_vbuf, EMIT_4F, INTERP_PERSPECTIVE, i);
- }
- draw_compute_vertex_size(vinfo_vbuf);
+ /* Tell draw_vbuf to simply emit the whole post-xform vertex
+ * as-is. No longer any need to try and emit draw vertex_header
+ * info.
+ */
+ vinfo_vbuf->num_attribs = 0;
+ for (i = 0; i < num; i++) {
+ draw_emit_vertex_attr(vinfo_vbuf, EMIT_4F, INTERP_PERSPECTIVE, i);
}
+ draw_compute_vertex_size(vinfo_vbuf);
/*
* Loop over fragment shader inputs, searching for the matching output