nir/lower_wpos_ytransform: remove redundant state shader

Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31951>
This commit is contained in:
Georg Lehmann
2024-11-04 10:49:23 +01:00
committed by Marge Bot
parent 63f828d262
commit 5d8adf92e7

View File

@@ -36,7 +36,6 @@
typedef struct {
const nir_lower_wpos_ytransform_options *options;
nir_shader *shader;
nir_builder b;
nir_def *transform;
} lower_wpos_ytransform_state;
@@ -48,7 +47,7 @@ get_transform(lower_wpos_ytransform_state *state)
/* NOTE: name must be prefixed w/ "gl_" to trigger slot based
* special handling in uniform setup:
*/
nir_variable *var = nir_state_variable_create(state->shader,
nir_variable *var = nir_state_variable_create(state->b.shader,
glsl_vec4_type(),
"gl_FbWposYTransform",
state->options->state_tokens);
@@ -146,6 +145,7 @@ static void
lower_fragcoord(lower_wpos_ytransform_state *state, nir_intrinsic_instr *intr)
{
const nir_lower_wpos_ytransform_options *options = state->options;
const struct shader_info *info = &state->b.shader->info;
float adjX = 0.0f;
float adjY[2] = { 0.0f, 0.0f };
bool invert = false;
@@ -180,7 +180,7 @@ lower_fragcoord(lower_wpos_ytransform_state *state, nir_intrinsic_instr *intr)
* u,h -> l,i: (99.5 + 0.5) * -1 + 100 = 0
*/
if (state->shader->info.fs.origin_upper_left) {
if (info->fs.origin_upper_left) {
/* Fragment shader wants origin in upper-left */
if (options->fs_coord_origin_upper_left) {
/* the driver supports upper-left origin */
@@ -202,7 +202,7 @@ lower_fragcoord(lower_wpos_ytransform_state *state, nir_intrinsic_instr *intr)
}
}
if (state->shader->info.fs.pixel_center_integer) {
if (info->fs.pixel_center_integer) {
/* Fragment shader wants pixel center integer */
if (options->fs_coord_pixel_center_integer) {
/* the driver supports pixel center integer */
@@ -339,7 +339,6 @@ nir_lower_wpos_ytransform(nir_shader *shader,
{
lower_wpos_ytransform_state state = {
.options = options,
.shader = shader,
};
assert(shader->info.stage == MESA_SHADER_FRAGMENT);