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intel/compiler: Delete unused repclear shader uniform handling
A long time ago, we used a uniform for the clear color. Back in 2014, we added support for using a flat input instead, as this was easier for Vulkan, but we left the option of using a uniform for OpenGL. Eventually nobody used the uniform approach anymore, but the compiler code to handle it remained. Drop the dead code. Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> Reviewed-by: Emma Anholt <emma@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20172>
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1 changed files with 8 additions and 21 deletions
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@ -3601,21 +3601,15 @@ fs_visitor::emit_repclear_shader()
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brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
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int base_mrf = 0;
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int color_mrf = base_mrf + 2;
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fs_inst *mov;
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if (uniforms > 0) {
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mov = bld.exec_all().group(4, 0)
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.MOV(brw_message_reg(color_mrf),
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fs_reg(UNIFORM, 0, BRW_REGISTER_TYPE_F));
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} else {
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struct brw_reg reg =
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brw_reg(BRW_GENERAL_REGISTER_FILE, 2, 3, 0, 0, BRW_REGISTER_TYPE_UD,
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BRW_VERTICAL_STRIDE_8, BRW_WIDTH_2, BRW_HORIZONTAL_STRIDE_4,
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BRW_SWIZZLE_XYZW, WRITEMASK_XYZW);
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assert(uniforms == 0);
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mov = bld.exec_all().group(4, 0)
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.MOV(brw_uvec_mrf(4, color_mrf, 0), fs_reg(reg));
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}
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struct brw_reg reg =
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brw_reg(BRW_GENERAL_REGISTER_FILE, 2, 3, 0, 0, BRW_REGISTER_TYPE_UD,
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BRW_VERTICAL_STRIDE_8, BRW_WIDTH_2, BRW_HORIZONTAL_STRIDE_4,
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BRW_SWIZZLE_XYZW, WRITEMASK_XYZW);
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bld.exec_all().group(4, 0).MOV(brw_uvec_mrf(4, color_mrf, 0), fs_reg(reg));
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fs_inst *write = NULL;
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if (key->nr_color_regions == 1) {
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@ -3652,14 +3646,7 @@ fs_visitor::emit_repclear_shader()
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calculate_cfg();
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assign_constant_locations();
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assign_curb_setup();
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/* Now that we have the uniform assigned, go ahead and force it to a vec4. */
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if (uniforms > 0) {
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assert(mov->src[0].file == FIXED_GRF);
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mov->src[0] = brw_vec4_grf(mov->src[0].nr, 0);
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}
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this->first_non_payload_grf = payload().num_regs;
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lower_scoreboard();
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}
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