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i965: Remove the INTEL_OLD_VS option.
Now that we no longer generate Mesa IR from GLSL IR, it's impossible to use the old vertex shader backend for GLSL programs. There's simply no Mesa IR to codegen from. Any attempt to do so would result in immediate GPU hangs, presumably due to the driver uploading an empty program with no EOT message. NOTE: This is a candidate for the 8.0 branch. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Eugeni Dodonov <eugeni.dodonov@intel.com>
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3 changed files with 3 additions and 10 deletions
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@ -367,16 +367,10 @@ brwCreateContext(int api,
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brw_draw_init( brw );
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brw->new_vs_backend = (getenv("INTEL_OLD_VS") == NULL);
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brw->precompile = driQueryOptionb(&intel->optionCache, "shader_precompile");
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/* If we're using the new shader backend, we require integer uniforms
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* stored as actual integers.
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*/
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if (brw->new_vs_backend) {
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ctx->Const.NativeIntegers = true;
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ctx->Const.UniformBooleanTrue = 1;
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}
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ctx->Const.NativeIntegers = true;
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ctx->Const.UniformBooleanTrue = 1;
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return true;
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}
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@ -645,7 +645,6 @@ struct brw_context
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bool has_negative_rhw_bug;
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bool has_aa_line_parameters;
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bool has_pln;
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bool new_vs_backend;
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bool precompile;
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struct {
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@ -231,7 +231,7 @@ do_vs_prog(struct brw_context *brw,
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/* Emit GEN4 code.
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*/
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if (brw->new_vs_backend && prog) {
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if (prog) {
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if (!brw_vs_emit(prog, &c)) {
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ralloc_free(mem_ctx);
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return false;
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