v3d/compiler: remove unused texture swizzle
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34742>
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@@ -408,14 +408,10 @@ static inline uint8_t v3d_slot_get_component(struct v3d_varying_slot slot)
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}
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struct v3d_key {
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struct {
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uint8_t swizzle[4];
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} tex[V3D_MAX_TEXTURE_SAMPLERS];
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struct {
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uint8_t return_size;
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} sampler[V3D_MAX_TEXTURE_SAMPLERS];
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uint8_t num_tex_used;
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uint8_t num_samplers_used;
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uint8_t ucp_enables;
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bool is_last_geometry_stage;
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@@ -740,20 +740,9 @@ v3d_lower_nir(struct v3d_compile *c)
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.lower_rect = false, /* XXX: Use this on V3D 3.x */
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.lower_txp = ~0,
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/* Apply swizzles to all samplers. */
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.swizzle_result = ~0,
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.lower_invalid_implicit_lod = true,
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};
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/* Lower the format swizzle and (for 32-bit returns)
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* ARB_texture_swizzle-style swizzle.
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*/
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assert(c->key->num_tex_used <= ARRAY_SIZE(c->key->tex));
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for (int i = 0; i < c->key->num_tex_used; i++) {
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for (int j = 0; j < 4; j++)
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tex_options.swizzles[i][j] = c->key->tex[i].swizzle[j];
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}
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tex_options.lower_tex_packing_cb = lower_tex_packing_cb;
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tex_options.lower_tex_packing_data = c;
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