It was not used anywhere; the code was buggy (it didn't take care of
indirect registers and could potential cause buffer underflows) and the
same effect can now be easily achieved by just by looking at
input_semantic_name[] and input_usage_mask[].
&fullinst->Src[i];
int ind = src->Register.Index;
- /* check if we read the frag shader FOG or FACE inputs */
- if (procType == TGSI_PROCESSOR_FRAGMENT) {
- if (src->Register.File == TGSI_FILE_INPUT ||
- src->Register.File == TGSI_FILE_SYSTEM_VALUE) {
- assert(ind >= 0);
- if (info->input_semantic_name[ind] == TGSI_SEMANTIC_FOG) {
- info->uses_fogcoord = TRUE;
- }
- else if (info->input_semantic_name[ind] == TGSI_SEMANTIC_FACE) {
- info->uses_frontfacing = TRUE;
- }
- }
- }
-
/* Mark which inputs are effectively used */
if (src->Register.File == TGSI_FILE_INPUT) {
unsigned usage_mask;
boolean writes_z; /**< does fragment shader write Z value? */
boolean writes_edgeflag; /**< vertex shader outputs edgeflag */
boolean uses_kill; /**< KIL or KILP instruction used? */
- boolean uses_fogcoord; /**< fragment shader uses fog coord? */
- boolean uses_frontfacing; /**< fragment shader uses front/back-face flag? */
struct {
unsigned name;