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llvmpipe: Opaque shader implies complete colormask too.
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@ -1023,8 +1023,10 @@ llvmpipe_update_fs(struct llvmpipe_context *lp)
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shader->current = variant;
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/* TODO: put this in the variant */
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/* TODO: most of these can be relaxed, in particular the colormask */
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opaque = !key.blend.logicop_enable &&
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!key.blend.blend_enable &&
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key.blend.colormask == 0xf &&
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!key.alpha.enabled &&
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!key.depth.enabled &&
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!shader->info.uses_kill
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