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asahi: simplify IA mode handling
we'll solve the IA variants problem a different way, for now make more straightforward. Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27616>
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e1783fc083
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2 changed files with 3 additions and 16 deletions
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@ -33,6 +33,8 @@ agx_vertex_id_for_topology(nir_builder *b, nir_def *vert,
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switch (key->mode) {
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case MESA_PRIM_POINTS:
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return prim;
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case MESA_PRIM_LINES:
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case MESA_PRIM_TRIANGLES:
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case MESA_PRIM_LINES_ADJACENCY:
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@ -2452,21 +2452,6 @@ agx_update_vs(struct agx_context *ctx)
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(union asahi_shader_key *)&key);
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}
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static enum mesa_prim
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translate_ia_mode(enum mesa_prim prim)
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{
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switch (prim) {
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case MESA_PRIM_POINTS:
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case MESA_PRIM_LINE_STRIP:
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case MESA_PRIM_LINE_STRIP_ADJACENCY:
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/* Every vertex defines a primitive */
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return MESA_PRIM_POINTS;
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default:
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return prim;
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}
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}
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static bool
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agx_update_tcs(struct agx_context *ctx, const struct pipe_draw_info *info)
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{
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@ -2530,7 +2515,7 @@ agx_update_gs(struct agx_context *ctx, const struct pipe_draw_info *info,
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/* XXX: Deduplicate this code from regular vertex */
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struct asahi_gs_shader_key key = {
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.ia.index_size = info->index_size,
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.ia.mode = translate_ia_mode(info->mode),
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.ia.mode = info->mode,
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.ia.flatshade_first =
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ia_needs_provoking(info->mode) && ctx->rast->base.flatshade_first,
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