vc4: Remove dead dirty_samplers field.
We use a big VC4_DIRTY_FRAGTEX/VC4_DIRTY_VERTEX on the stage, instead.
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@@ -87,7 +87,6 @@ struct vc4_texture_stateobj {
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unsigned num_textures;
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struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
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unsigned num_samplers;
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unsigned dirty_samplers;
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};
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struct vc4_shader_uniform_info {
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@@ -575,12 +575,10 @@ vc4_sampler_states_bind(struct pipe_context *pctx,
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if (hwcso[i])
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new_nr = i + 1;
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stage_tex->samplers[i] = hwcso[i];
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stage_tex->dirty_samplers |= (1 << i);
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}
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for (; i < stage_tex->num_samplers; i++) {
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stage_tex->samplers[i] = NULL;
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stage_tex->dirty_samplers |= (1 << i);
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}
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stage_tex->num_samplers = new_nr;
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@@ -676,12 +674,10 @@ vc4_set_sampler_views(struct pipe_context *pctx, unsigned shader,
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if (views[i])
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new_nr = i + 1;
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pipe_sampler_view_reference(&stage_tex->textures[i], views[i]);
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stage_tex->dirty_samplers |= (1 << i);
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}
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for (; i < stage_tex->num_textures; i++) {
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pipe_sampler_view_reference(&stage_tex->textures[i], NULL);
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stage_tex->dirty_samplers |= (1 << i);
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}
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stage_tex->num_textures = new_nr;
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