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r300: drop ureg shader properties in ntr
Unused by the backend. Assisted-by: Codex (GPT-5.5) Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/41577>
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44bd7c63a8
commit
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1 changed files with 1 additions and 29 deletions
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@ -61,7 +61,6 @@ struct ntr_reg_interval {
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struct ntr_compile {
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nir_shader *s;
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nir_function_impl *impl;
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struct pipe_screen *screen;
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struct ureg_program *ureg;
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struct r300_shader_semantics *semantics;
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@ -492,10 +491,7 @@ ntr_sort_by_location(const nir_variable *a, const nir_variable *b)
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return a->data.location - b->data.location;
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}
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/**
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* Workaround for virglrenderer requiring that TGSI FS output color variables
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* are declared in order. Besides, it's a lot nicer to read the TGSI this way.
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*/
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/* Preallocate FS output registers in a deterministic order. */
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static void
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ntr_setup_outputs(struct ntr_compile *c)
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{
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@ -505,9 +501,6 @@ ntr_setup_outputs(struct ntr_compile *c)
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nir_sort_variables_with_modes(c->s, ntr_sort_by_location, nir_var_shader_out);
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nir_foreach_shader_out_variable (var, c->s) {
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if (var->data.location == FRAG_RESULT_COLOR)
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ureg_property(c->ureg, TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS, 1);
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ntr_fs_output_index(c, var->data.location, var->data.index);
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}
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}
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@ -1813,7 +1806,6 @@ nir_to_rc(struct nir_shader *s, struct pipe_screen *screen,
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struct ntr_compile *c;
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bool is_r500 = r300_screen(screen)->caps.is_r500;
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c = rzalloc(NULL, struct ntr_compile);
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c->screen = screen;
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c->compiler = compiler;
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c->lower_fabs = !is_r500 && s->info.stage == MESA_SHADER_VERTEX;
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util_dynarray_init(&c->immediates, c);
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@ -1957,26 +1949,6 @@ nir_to_rc(struct nir_shader *s, struct pipe_screen *screen,
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c->s = s;
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c->ureg = ureg_create(s->info.stage);
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ureg_setup_shader_info(c->ureg, &s->info);
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if (s->info.use_legacy_math_rules && screen->caps.legacy_math_rules)
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ureg_property(c->ureg, TGSI_PROPERTY_LEGACY_MATH_RULES, 1);
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if (s->info.stage == MESA_SHADER_FRAGMENT) {
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/* The draw module's polygon stipple layer doesn't respect the chosen
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* coordinate mode, so leave it as unspecified unless we're actually
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* reading the position in the shader already. See
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* gl-2.1-polygon-stipple-fs on softpipe.
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*/
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if ((s->info.inputs_read & VARYING_BIT_POS) ||
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BITSET_TEST(s->info.system_values_read, SYSTEM_VALUE_FRAG_COORD)) {
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ureg_property(c->ureg, TGSI_PROPERTY_FS_COORD_ORIGIN,
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s->info.fs.origin_upper_left ? TGSI_FS_COORD_ORIGIN_UPPER_LEFT
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: TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
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ureg_property(c->ureg, TGSI_PROPERTY_FS_COORD_PIXEL_CENTER,
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s->info.fs.pixel_center_integer ? TGSI_FS_COORD_PIXEL_CENTER_INTEGER
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: TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
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}
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}
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/* Emit the main function */
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nir_function_impl *impl = nir_shader_get_entrypoint(c->s);
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ntr_emit_impl(c, impl);
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