These data structures were serving the same purpose as the VUE map,
but were buggy. Now that the code has been transitioned to use the
VUE map, they are not needed.
Reviewed-by: Eric Anholt <eric@anholt.net>
const GLuint *program;
void *mem_ctx;
GLuint program_size;
- GLuint i, idx;
+ GLuint i;
memset(&c, 0, sizeof(c));
c.prog_data.urb_read_length = c.nr_attr_regs;
c.prog_data.urb_entry_size = c.nr_setup_regs * 2;
- /* Construct map from attribute number to position in the vertex.
- */
- for (i = idx = 0; i < VERT_RESULT_MAX; i++) {
- if (c.key.attrs & BITFIELD64_BIT(i)) {
- c.attr_to_idx[i] = idx;
- c.idx_to_attr[idx] = i;
- idx++;
- }
- }
-
/* Which primitive? Or all three?
*/
switch (key->primitive) {
GLuint nr_setup_regs;
int urb_entry_read_offset;
- GLubyte attr_to_idx[VERT_RESULT_MAX];
- GLubyte idx_to_attr[VERT_RESULT_MAX];
struct brw_vue_map vue_map;
};