From f5a3768c4e7733a11ad0421e3e4b84e6994af0e0 Mon Sep 17 00:00:00 2001 From: Younes Manton Date: Sun, 8 Jun 2008 14:34:41 -0400 Subject: g3dvl: Reduce number of input vert streams by copying, reusing in shaders. Reduce number of input vertex streams by using same texcoord stream for chroma textures, reusing pos stream when calculating texcoords for P, B macroblocks. --- src/gallium/state_trackers/g3dvl/vl_data.c | 8 -------- 1 file changed, 8 deletions(-) (limited to 'src/gallium/state_trackers/g3dvl/vl_data.c') diff --git a/src/gallium/state_trackers/g3dvl/vl_data.c b/src/gallium/state_trackers/g3dvl/vl_data.c index c04163276d..27893aee95 100644 --- a/src/gallium/state_trackers/g3dvl/vl_data.c +++ b/src/gallium/state_trackers/g3dvl/vl_data.c @@ -61,14 +61,6 @@ const struct VL_TEXCOORD2F *vl_chroma_422_texcoords = (const struct VL_TEXCOORD2 */ const struct VL_TEXCOORD2F *vl_chroma_444_texcoords = vl_luma_texcoords; -/* - * Represents texcoords for the above for rendering a predicted macroblock. - * Straight forward 0,0->1,1 mapping so we can reuse MB pos vectors. - * Texcoords need to be translated to cover source macroblock on the - * past/future surface. - */ - const struct VL_TEXCOORD2F *vl_ref_surface_texcoords = (const struct VL_TEXCOORD2F*)vl_mb_vertex_positions; - /* * Represents 2 triangles in a strip in normalized coords. * Used to render the surface onto the frame buffer. -- cgit v1.2.3