anv/compiler: Get rid of legacy shader key setup
Most of the shader key setup we did was for pre-Sandybridge and the stuff for SNB+ wasn't in the key setup. That stuff still isn't there but at least we've left ourselves notes for now.
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@@ -142,36 +142,11 @@ brw_vs_populate_key(struct brw_context *brw,
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struct brw_vertex_program *vp,
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struct brw_vs_prog_key *key)
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{
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struct gl_context *ctx = &brw->ctx;
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/* BRW_NEW_VERTEX_PROGRAM */
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struct gl_program *prog = (struct gl_program *) vp;
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memset(key, 0, sizeof(*key));
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/* Just upload the program verbatim for now. Always send it all
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* the inputs it asks for, whether they are varying or not.
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*/
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key->program_string_id = vp->id;
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/* XXX: Handle vertex input work-arounds */
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/* _NEW_POLYGON */
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if (brw->gen < 6) {
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key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
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ctx->Polygon.BackMode != GL_FILL);
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}
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if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
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VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) {
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/* _NEW_LIGHT | _NEW_BUFFERS */
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key->clamp_vertex_color = ctx->Light._ClampVertexColor;
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}
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/* _NEW_POINT */
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if (brw->gen < 6 && ctx->Point.PointSprite) {
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for (int i = 0; i < 8; i++) {
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if (ctx->Point.CoordReplace[i])
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key->point_coord_replace |= (1 << i);
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}
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}
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/* XXX: Handle sampler_prog_key */
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}
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static bool
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