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.
This commit is contained in:
Jason Ekstrand
2015-10-19 16:45:11 -07:00
parent 661d0db077
commit 27ca9ca4e1
+2 -27
View File
@@ -142,36 +142,11 @@ brw_vs_populate_key(struct brw_context *brw,
struct brw_vertex_program *vp,
struct brw_vs_prog_key *key)
{
struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_VERTEX_PROGRAM */
struct gl_program *prog = (struct gl_program *) vp;
memset(key, 0, sizeof(*key));
/* Just upload the program verbatim for now. Always send it all
* the inputs it asks for, whether they are varying or not.
*/
key->program_string_id = vp->id;
/* XXX: Handle vertex input work-arounds */
/* _NEW_POLYGON */
if (brw->gen < 6) {
key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
ctx->Polygon.BackMode != GL_FILL);
}
if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) {
/* _NEW_LIGHT | _NEW_BUFFERS */
key->clamp_vertex_color = ctx->Light._ClampVertexColor;
}
/* _NEW_POINT */
if (brw->gen < 6 && ctx->Point.PointSprite) {
for (int i = 0; i < 8; i++) {
if (ctx->Point.CoordReplace[i])
key->point_coord_replace |= (1 << i);
}
}
/* XXX: Handle sampler_prog_key */
}
static bool