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freedreno: remove int sampler shader variants
We get this information from NIR (which gets it from sview decl in tgsi when translating from tgsi), so no need to maintain shader variants for this. Signed-off-by: Rob Clark <robclark@freedesktop.org>
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parent
457f7c2a2a
commit
0f008082b1
8 changed files with 7 additions and 104 deletions
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@ -105,9 +105,6 @@ struct fd3_context {
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*/
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unsigned fsaturate_s, fsaturate_t, fsaturate_r;
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/* bitmask of integer texture samplers */
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uint16_t vinteger_s, finteger_s;
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/* some state changes require a different shader variant. Keep
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* track of this so we know when we need to re-emit shader state
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* due to variant change. See fixup_shader_state()
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@ -104,14 +104,12 @@ fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
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if (last_key->has_per_samp || key->has_per_samp) {
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if ((last_key->vsaturate_s != key->vsaturate_s) ||
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(last_key->vsaturate_t != key->vsaturate_t) ||
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(last_key->vsaturate_r != key->vsaturate_r) ||
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(last_key->vinteger_s != key->vinteger_s))
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(last_key->vsaturate_r != key->vsaturate_r))
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ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
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if ((last_key->fsaturate_s != key->fsaturate_s) ||
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(last_key->fsaturate_t != key->fsaturate_t) ||
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(last_key->fsaturate_r != key->fsaturate_r) ||
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(last_key->finteger_s != key->finteger_s))
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(last_key->fsaturate_r != key->fsaturate_r))
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ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
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}
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@ -140,16 +138,13 @@ fd3_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info)
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// TODO set .half_precision based on render target format,
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// ie. float16 and smaller use half, float32 use full..
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.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
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.has_per_samp = (fd3_ctx->fsaturate || fd3_ctx->vsaturate ||
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fd3_ctx->vinteger_s || fd3_ctx->finteger_s),
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.has_per_samp = (fd3_ctx->fsaturate || fd3_ctx->vsaturate),
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.vsaturate_s = fd3_ctx->vsaturate_s,
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.vsaturate_t = fd3_ctx->vsaturate_t,
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.vsaturate_r = fd3_ctx->vsaturate_r,
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.fsaturate_s = fd3_ctx->fsaturate_s,
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.fsaturate_t = fd3_ctx->fsaturate_t,
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.fsaturate_r = fd3_ctx->fsaturate_r,
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.vinteger_s = fd3_ctx->vinteger_s,
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.finteger_s = fd3_ctx->finteger_s,
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},
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.rasterflat = ctx->rasterizer && ctx->rasterizer->flatshade,
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.sprite_coord_enable = ctx->rasterizer ? ctx->rasterizer->sprite_coord_enable : 0,
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@ -263,44 +263,11 @@ fd3_sampler_view_create(struct pipe_context *pctx, struct pipe_resource *prsc,
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return &so->base;
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}
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static void
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fd3_set_sampler_views(struct pipe_context *pctx, unsigned shader,
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unsigned start, unsigned nr,
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struct pipe_sampler_view **views)
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{
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struct fd_context *ctx = fd_context(pctx);
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struct fd3_context *fd3_ctx = fd3_context(ctx);
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struct fd_texture_stateobj *tex;
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uint16_t integer_s = 0, *ptr;
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int i;
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fd_set_sampler_views(pctx, shader, start, nr, views);
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switch (shader) {
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case PIPE_SHADER_FRAGMENT:
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tex = &ctx->fragtex;
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ptr = &fd3_ctx->finteger_s;
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break;
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case PIPE_SHADER_VERTEX:
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tex = &ctx->verttex;
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ptr = &fd3_ctx->vinteger_s;
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break;
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default:
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return;
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}
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for (i = 0; i < tex->num_textures; i++)
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if (util_format_is_pure_integer(tex->textures[i]->format))
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integer_s |= 1 << i;
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*ptr = integer_s;
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}
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void
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fd3_texture_init(struct pipe_context *pctx)
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{
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pctx->create_sampler_state = fd3_sampler_state_create;
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pctx->bind_sampler_states = fd3_sampler_states_bind;
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pctx->create_sampler_view = fd3_sampler_view_create;
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pctx->set_sampler_views = fd3_set_sampler_views;
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pctx->set_sampler_views = fd_set_sampler_views;
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}
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@ -83,9 +83,6 @@ struct fd4_context {
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*/
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uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
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/* bitmask of integer texture samplers */
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uint16_t vinteger_s, finteger_s;
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/* some state changes require a different shader variant. Keep
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* track of this so we know when we need to re-emit shader state
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* due to variant change. See fixup_shader_state()
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@ -82,8 +82,7 @@ fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
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if (last_key->has_per_samp || key->has_per_samp) {
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if ((last_key->vsaturate_s != key->vsaturate_s) ||
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(last_key->vsaturate_t != key->vsaturate_t) ||
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(last_key->vsaturate_r != key->vsaturate_r) ||
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(last_key->vinteger_s != key->vinteger_s))
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(last_key->vsaturate_r != key->vsaturate_r))
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ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
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if ((last_key->fsaturate_s != key->fsaturate_s) ||
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@ -122,16 +121,13 @@ fd4_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info)
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// TODO set .half_precision based on render target format,
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// ie. float16 and smaller use half, float32 use full..
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.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
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.has_per_samp = (fd4_ctx->fsaturate || fd4_ctx->vsaturate ||
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fd4_ctx->vinteger_s || fd4_ctx->finteger_s),
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.has_per_samp = (fd4_ctx->fsaturate || fd4_ctx->vsaturate),
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.vsaturate_s = fd4_ctx->vsaturate_s,
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.vsaturate_t = fd4_ctx->vsaturate_t,
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.vsaturate_r = fd4_ctx->vsaturate_r,
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.fsaturate_s = fd4_ctx->fsaturate_s,
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.fsaturate_t = fd4_ctx->fsaturate_t,
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.fsaturate_r = fd4_ctx->fsaturate_r,
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.vinteger_s = fd4_ctx->vinteger_s,
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.finteger_s = fd4_ctx->finteger_s,
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},
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.format = fd4_emit_format(pfb->cbufs[0]),
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.pformat = pipe_surface_format(pfb->cbufs[0]),
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@ -205,43 +205,11 @@ fd4_sampler_view_create(struct pipe_context *pctx, struct pipe_resource *prsc,
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return &so->base;
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}
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static void
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fd4_set_sampler_views(struct pipe_context *pctx, unsigned shader,
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unsigned start, unsigned nr, struct pipe_sampler_view **views)
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{
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struct fd_context *ctx = fd_context(pctx);
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struct fd4_context *fd4_ctx = fd4_context(ctx);
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struct fd_texture_stateobj *tex;
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uint16_t integer_s = 0, *ptr;
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int i;
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fd_set_sampler_views(pctx, shader, start, nr, views);
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switch (shader) {
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case PIPE_SHADER_FRAGMENT:
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tex = &ctx->fragtex;
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ptr = &fd4_ctx->finteger_s;
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break;
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case PIPE_SHADER_VERTEX:
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tex = &ctx->verttex;
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ptr = &fd4_ctx->vinteger_s;
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break;
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default:
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return;
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}
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for (i = 0; i < tex->num_textures; i++)
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if (util_format_is_pure_integer(tex->textures[i]->format))
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integer_s |= 1 << i;
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*ptr = integer_s;
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}
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void
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fd4_texture_init(struct pipe_context *pctx)
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{
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pctx->create_sampler_state = fd4_sampler_state_create;
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pctx->bind_sampler_states = fd_sampler_states_bind;
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pctx->create_sampler_view = fd4_sampler_view_create;
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pctx->set_sampler_views = fd4_set_sampler_views;
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pctx->set_sampler_views = fd_set_sampler_views;
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}
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@ -57,9 +57,6 @@ struct ir3_compile {
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struct ir3 *ir;
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struct ir3_shader_variant *so;
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/* bitmask of which samplers are integer: */
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uint16_t integer_s;
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struct ir3_block *block; /* the current block */
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struct ir3_block *in_block; /* block created for shader inputs */
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@ -234,16 +231,6 @@ compile_init(struct ir3_compiler *compiler,
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ctx->levels_add_one = true;
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}
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switch (so->type) {
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case SHADER_FRAGMENT:
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case SHADER_COMPUTE:
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ctx->integer_s = so->key.finteger_s;
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break;
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case SHADER_VERTEX:
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ctx->integer_s = so->key.vinteger_s;
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break;
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}
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ctx->compiler = compiler;
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ctx->ir = so->ir;
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ctx->so = so;
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@ -86,10 +86,6 @@ struct ir3_shader_key {
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* shader:
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*/
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uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
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/* bitmask of sampler which produces integer outputs:
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*/
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uint16_t vinteger_s, finteger_s;
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};
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static inline bool
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