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;