Remove VertexProcessor shader constants mechanism
Bug: b/124177079
Change-Id: I5293ed6c564219f7a47baea7b62240b3104bd1f9
Reviewed-on: https://swiftshader-review.googlesource.com/c/24592
Reviewed-by: Ben Clayton <bclayton@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Tested-by: Chris Forbes <chrisforbes@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
diff --git a/src/Device/VertexProcessor.cpp b/src/Device/VertexProcessor.cpp
index 854c023..16a38d0 100644
--- a/src/Device/VertexProcessor.cpp
+++ b/src/Device/VertexProcessor.cpp
@@ -92,39 +92,6 @@
}
}
- void VertexProcessor::setFloatConstant(unsigned int index, const float value[4])
- {
- if(index < VERTEX_UNIFORM_VECTORS)
- {
- c[index][0] = value[0];
- c[index][1] = value[1];
- c[index][2] = value[2];
- c[index][3] = value[3];
- }
- else ASSERT(false);
- }
-
- void VertexProcessor::setIntegerConstant(unsigned int index, const int integer[4])
- {
- if(index < 16)
- {
- i[index][0] = integer[0];
- i[index][1] = integer[1];
- i[index][2] = integer[2];
- i[index][3] = integer[3];
- }
- else ASSERT(false);
- }
-
- void VertexProcessor::setBooleanConstant(unsigned int index, int boolean)
- {
- if(index < 16)
- {
- b[index] = boolean != 0;
- }
- else ASSERT(false);
- }
-
void VertexProcessor::setUniformBuffer(int index, sw::Resource* buffer, int offset)
{
uniformBufferInfo[index].buffer = buffer;
diff --git a/src/Device/VertexProcessor.hpp b/src/Device/VertexProcessor.hpp
index b9c6590..362f766 100644
--- a/src/Device/VertexProcessor.hpp
+++ b/src/Device/VertexProcessor.hpp
@@ -91,10 +91,6 @@
void setInputStream(int index, const Stream &stream);
void resetInputStreams();
- void setFloatConstant(unsigned int index, const float value[4]);
- void setIntegerConstant(unsigned int index, const int integer[4]);
- void setBooleanConstant(unsigned int index, int boolean);
-
void setUniformBuffer(int index, sw::Resource* uniformBuffer, int offset);
void lockUniformBuffers(byte** u, sw::Resource* uniformBuffers[]);
@@ -133,11 +129,6 @@
void setRoutineCacheSize(int cacheSize);
- // Shader constants
- float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
- int4 i[16];
- bool b[16];
-
float pointSizeMin;
float pointSizeMax;