gallium/tessellator: Remove XBOX 360 code

Unused.

Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Acked-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9118>
This commit is contained in:
Alyssa Rosenzweig 2021-02-17 19:53:50 -05:00 committed by Marge Bot
parent f3d47ba0c7
commit bca9e7fe23
2 changed files with 1 additions and 80 deletions

View File

@ -440,9 +440,6 @@ CHWTessellator::CHWTessellator()
m_NumIndices = 0;
m_bUsingPatchedIndices = false;
m_bUsingPatchedIndices2 = false;
#ifdef ALLOW_XBOX_360_COMPARISON
m_bXBox360Mode = false;
#endif
}
//---------------------------------------------------------------------------------------------------------------------------------
// CHWTessellator::~CHWTessellator
@ -1770,21 +1767,11 @@ void CHWTessellator::ComputeTessFactorContext( FXP fxpTessFactor, TESS_FACTOR_CO
}
else
{
#ifdef ALLOW_XBOX_360_COMPARISON
if( m_bXBox360Mode )
TessFactorCtx.splitPointOnFloorHalfTessFactor = TessFactorCtx.numHalfTessFactorPoints-2;
else
#endif
TessFactorCtx.splitPointOnFloorHalfTessFactor = (RemoveMSB((fxpFloorHalfTessFactor>>FXP_FRACTION_BITS)-1)<<1) + 1;
}
}
else
{
#ifdef ALLOW_XBOX_360_COMPARISON
if( m_bXBox360Mode )
TessFactorCtx.splitPointOnFloorHalfTessFactor = TessFactorCtx.numHalfTessFactorPoints-1;
else
#endif
TessFactorCtx.splitPointOnFloorHalfTessFactor = (RemoveMSB(fxpFloorHalfTessFactor>>FXP_FRACTION_BITS)<<1) + 1;
}
int numFloorSegments = (fxpFloorHalfTessFactor * 2)>>FXP_FRACTION_BITS;
@ -1952,58 +1939,6 @@ void CHWTessellator::StitchTransition(int baseIndexOffset,
TESSELLATOR_PARITY outsideTessFactorParity
)
{
#ifdef ALLOW_XBOX_360_COMPARISON
// Tables to assist in the stitching of 2 rows of points having arbitrary TessFactors.
// The stitching order is governed by Ruler Function vertex split ordering (see external documentation).
//
// The contents of the finalPointPositionTable are where vertex i [0..32] ends up on the half-edge
// at the max tessellation amount given ruler-function split order.
// Recall the other half of an edge is mirrored, so we only need to deal with one half.
// This table is used to decide when to advance a point on the interior or exterior.
// It supports odd TessFactor up to 65 and even TessFactor up to 64.
static const int _finalPointPositionTable[33] =
{ 0, 32, 16, 8, 17, 4, 18, 9, 19, 2, 20, 10, 21, 5, 22, 11, 23,
1, 24, 12, 25, 6, 26, 13, 27, 3, 28, 14, 29, 7, 30, 15, 31 };
// The loopStart and loopEnd tables below just provide optimal loop bounds for the
// stitching algorithm further below, for any given halfTssFactor.
// There is probably a better way to encode this...
// loopStart[halfTessFactor] encodes the FIRST entry other that [0] in finalPointPositionTable[] above which is
// less than halfTessFactor. Exceptions are entry 0 and 1, which are set up to skip the loop.
static const int _loopStart[33] =
{1,1,17,9,9,5,5,5,5,3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2};
// loopStart[halfTessFactor] encodes the LAST entry in finalPointPositionTable[] above which is
// less than halfTessFactor. Exceptions are entry 0 and 1, which are set up to skip the loop.
static const int _loopEnd[33] =
{0,0,17,17,25,25,25,25,29,29,29,29,29,29,29,29,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,32};
const int* finalPointPositionTable;
const int* loopStart;
const int* loopEnd;
if( m_bXBox360Mode )
{
// The XBox360 vertex introduction order is always from the center of the edge.
// So the final positions of points on the half-edge are this trivial table.
static const int XBOXfinalPointPositionTable[33] =
{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17,
18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32 };
// loopStart and loopEnd (meaning described above) also become trivial for XBox360 splitting.
static const int XBOXloopStart[33] =
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1};
static const int XBOXloopEnd[33] =
{0,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31};
finalPointPositionTable = XBOXfinalPointPositionTable;
loopStart = XBOXloopStart;
loopEnd = XBOXloopEnd;
}
else
{
finalPointPositionTable = _finalPointPositionTable;
loopStart = _loopStart;
loopEnd =_loopEnd;
}
#else
// Tables to assist in the stitching of 2 rows of points having arbitrary TessFactors.
// The stitching order is governed by Ruler Function vertex split ordering (see external documentation).
//
@ -2028,7 +1963,7 @@ void CHWTessellator::StitchTransition(int baseIndexOffset,
// less than halfTessFactor. Exceptions are entry 0 and 1, which are set up to skip the loop.
static const int loopEnd[33] =
{0,0,17,17,25,25,25,25,29,29,29,29,29,29,29,29,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,32};
#endif
if( TESSELLATOR_PARITY_ODD == insideEdgeTessFactorParity )
{
insideNumHalfTessFactorPoints -= 1;

View File

@ -145,17 +145,6 @@ public:
int* GetIndices(); // Get CHWTessellator owned pointer to vertex indices.
// Pointer is fixed for lifetime of CHWTessellator object.
#define ALLOW_XBOX_360_COMPARISON // Different vertex splitting order. This is NOT D3D11 behavior, just available here for comparison.
// Setting this define true just allows the XBox split style to be enabled via
// SetXBox360Mode() below, but by default this XBox360 mode still always starts off DISABLED.
// The XBox360 always splits from the center of an edge (D3D11 uses ruler function). Splitting
// from the center causes sliver triangles in transition areas, which cause numerous problems.
// Note the XBox360 only supports adaptive tessellation via fractional_even partitioning,
// though this #define lets you try the XBox vertex splitting order with any of the
// partitioning modes: even, odd, integer or pow2.
#ifdef ALLOW_XBOX_360_COMPARISON
void SetXBox360Mode(bool bXboxMode) {m_bXBox360Mode = bXboxMode;}
#endif
CHWTessellator();
~CHWTessellator();
//---------------------------------------------------------------------------------------------------------------------------------
@ -193,9 +182,6 @@ private:
int* m_Index; // array where we will store index topology
int m_NumPoints;
int m_NumIndices;
#ifdef ALLOW_XBOX_360_COMPARISON
bool m_bXBox360Mode;
#endif
// PlacePointIn1D below is the workhorse for all position placement.
// It is code that could run as preamble in a Domain Shader, so the tessellator itself
// doesn't necessarily need to have floating point.