From: Jason Ekstrand Date: Mon, 19 Oct 2015 23:59:29 +0000 (-0700) Subject: anv/compiler: Remove irrelevant wm key setup X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=60e8439237e7f29baa297e0ebb073dc868226e65;p=mesa.git anv/compiler: Remove irrelevant wm key setup Most of this applies to Iron Lake and prior only. While we're at it, we get rid of the legacy GL shading model code. --- diff --git a/src/vulkan/anv_compiler.cpp b/src/vulkan/anv_compiler.cpp index 87aae64942b..09c2edb3091 100644 --- a/src/vulkan/anv_compiler.cpp +++ b/src/vulkan/anv_compiler.cpp @@ -212,8 +212,6 @@ void brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key) { struct gl_context *ctx = &brw->ctx; - GLuint lookup = 0; - GLuint line_aa; bool program_uses_dfdy = fp->program.UsesDFdy; struct gl_framebuffer draw_buffer; bool multisample_fbo; @@ -237,72 +235,10 @@ void brw_wm_populate_key(struct brw_context *brw, multisample_fbo = ctx->DrawBuffer->Visual.samples > 1; - /* Build the index for table lookup - */ - if (brw->gen < 6) { - /* _NEW_COLOR */ - if (fp->program.UsesKill || ctx->Color.AlphaEnabled) - lookup |= IZ_PS_KILL_ALPHATEST_BIT; - - if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) - lookup |= IZ_PS_COMPUTES_DEPTH_BIT; - - /* _NEW_DEPTH */ - if (ctx->Depth.Test) - lookup |= IZ_DEPTH_TEST_ENABLE_BIT; - - if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */ - lookup |= IZ_DEPTH_WRITE_ENABLE_BIT; - - /* _NEW_STENCIL | _NEW_BUFFERS */ - if (ctx->Stencil._Enabled) { - lookup |= IZ_STENCIL_TEST_ENABLE_BIT; - - if (ctx->Stencil.WriteMask[0] || - ctx->Stencil.WriteMask[ctx->Stencil._BackFace]) - lookup |= IZ_STENCIL_WRITE_ENABLE_BIT; - } - key->iz_lookup = lookup; - } - - line_aa = AA_NEVER; - - /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */ - if (ctx->Line.SmoothFlag) { - if (brw->reduced_primitive == GL_LINES) { - line_aa = AA_ALWAYS; - } - else if (brw->reduced_primitive == GL_TRIANGLES) { - if (ctx->Polygon.FrontMode == GL_LINE) { - line_aa = AA_SOMETIMES; - - if (ctx->Polygon.BackMode == GL_LINE || - (ctx->Polygon.CullFlag && - ctx->Polygon.CullFaceMode == GL_BACK)) - line_aa = AA_ALWAYS; - } - else if (ctx->Polygon.BackMode == GL_LINE) { - line_aa = AA_SOMETIMES; - - if ((ctx->Polygon.CullFlag && - ctx->Polygon.CullFaceMode == GL_FRONT)) - line_aa = AA_ALWAYS; - } - } - } - - key->line_aa = line_aa; - /* _NEW_HINT */ key->high_quality_derivatives = ctx->Hint.FragmentShaderDerivative == GL_NICEST; - if (brw->gen < 6) - key->stats_wm = brw->stats_wm; - - /* _NEW_LIGHT */ - key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT); - /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */ key->clamp_fragment_color = ctx->Color._ClampFragmentColor;