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mesa: remove gl_shader_compiler_options::EmitNoNoise
it's always true Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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2897cb3dba
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5 changed files with 1 additions and 7 deletions
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@ -260,7 +260,6 @@ i915CreateContext(int api,
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struct gl_shader_compiler_options *const fs_options =
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struct gl_shader_compiler_options *const fs_options =
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& ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
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& ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
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fs_options->MaxIfDepth = 0;
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fs_options->MaxIfDepth = 0;
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fs_options->EmitNoNoise = true;
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fs_options->EmitNoPow = true;
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fs_options->EmitNoPow = true;
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fs_options->EmitNoMainReturn = true;
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fs_options->EmitNoMainReturn = true;
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fs_options->EmitNoIndirectInput = true;
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fs_options->EmitNoIndirectInput = true;
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@ -123,7 +123,6 @@ brw_compiler_create(void *mem_ctx, const struct gen_device_info *devinfo)
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compiler->glsl_compiler_options[i].MaxIfDepth =
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compiler->glsl_compiler_options[i].MaxIfDepth =
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devinfo->gen < 6 ? 16 : UINT_MAX;
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devinfo->gen < 6 ? 16 : UINT_MAX;
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compiler->glsl_compiler_options[i].EmitNoNoise = true;
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compiler->glsl_compiler_options[i].EmitNoMainReturn = true;
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compiler->glsl_compiler_options[i].EmitNoMainReturn = true;
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compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
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compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
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compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
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compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
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@ -2999,7 +2999,6 @@ struct gl_shader_compiler_options
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GLboolean EmitNoFunctions;
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GLboolean EmitNoFunctions;
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GLboolean EmitNoCont; /**< Emit CONT opcode? */
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GLboolean EmitNoCont; /**< Emit CONT opcode? */
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GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
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GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
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GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
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GLboolean EmitNoPow; /**< Emit POW opcodes? */
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GLboolean EmitNoPow; /**< Emit POW opcodes? */
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GLboolean EmitNoSat; /**< Emit SAT opcodes? */
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GLboolean EmitNoSat; /**< Emit SAT opcodes? */
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GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
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GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
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@ -2997,8 +2997,7 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
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progress = lower_if_to_cond_assign(ir, options->MaxIfDepth) || progress;
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progress = lower_if_to_cond_assign(ir, options->MaxIfDepth) || progress;
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if (options->EmitNoNoise)
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progress = lower_noise(ir) || progress;
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progress = lower_noise(ir) || progress;
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/* If there are forms of indirect addressing that the driver
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/* If there are forms of indirect addressing that the driver
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* cannot handle, perform the lowering pass.
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* cannot handle, perform the lowering pass.
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@ -263,8 +263,6 @@ void st_init_limits(struct pipe_screen *screen,
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pc->MediumInt = pc->HighInt = pc->LowInt;
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pc->MediumInt = pc->HighInt = pc->LowInt;
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}
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}
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options->EmitNoNoise = TRUE;
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/* TODO: make these more fine-grained if anyone needs it */
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/* TODO: make these more fine-grained if anyone needs it */
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options->MaxIfDepth =
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options->MaxIfDepth =
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screen->get_shader_param(screen, sh,
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screen->get_shader_param(screen, sh,
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