anv/compiler: Remove irrelevant wm key setup

Most of this applies to Iron Lake and prior only.  While we're at it, we
get rid of the legacy GL shading model code.
This commit is contained in:
Jason Ekstrand
2015-10-19 16:59:29 -07:00
parent 27ca9ca4e1
commit 60e8439237
-64
View File
@@ -212,8 +212,6 @@ void brw_wm_populate_key(struct brw_context *brw,
struct brw_wm_prog_key *key)
{
struct gl_context *ctx = &brw->ctx;
GLuint lookup = 0;
GLuint line_aa;
bool program_uses_dfdy = fp->program.UsesDFdy;
struct gl_framebuffer draw_buffer;
bool multisample_fbo;
@@ -237,72 +235,10 @@ void brw_wm_populate_key(struct brw_context *brw,
multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
/* Build the index for table lookup
*/
if (brw->gen < 6) {
/* _NEW_COLOR */
if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
lookup |= IZ_PS_KILL_ALPHATEST_BIT;
if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
/* _NEW_DEPTH */
if (ctx->Depth.Test)
lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
/* _NEW_STENCIL | _NEW_BUFFERS */
if (ctx->Stencil._Enabled) {
lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
if (ctx->Stencil.WriteMask[0] ||
ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
}
key->iz_lookup = lookup;
}
line_aa = AA_NEVER;
/* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
if (ctx->Line.SmoothFlag) {
if (brw->reduced_primitive == GL_LINES) {
line_aa = AA_ALWAYS;
}
else if (brw->reduced_primitive == GL_TRIANGLES) {
if (ctx->Polygon.FrontMode == GL_LINE) {
line_aa = AA_SOMETIMES;
if (ctx->Polygon.BackMode == GL_LINE ||
(ctx->Polygon.CullFlag &&
ctx->Polygon.CullFaceMode == GL_BACK))
line_aa = AA_ALWAYS;
}
else if (ctx->Polygon.BackMode == GL_LINE) {
line_aa = AA_SOMETIMES;
if ((ctx->Polygon.CullFlag &&
ctx->Polygon.CullFaceMode == GL_FRONT))
line_aa = AA_ALWAYS;
}
}
}
key->line_aa = line_aa;
/* _NEW_HINT */
key->high_quality_derivatives =
ctx->Hint.FragmentShaderDerivative == GL_NICEST;
if (brw->gen < 6)
key->stats_wm = brw->stats_wm;
/* _NEW_LIGHT */
key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
/* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
key->clamp_fragment_color = ctx->Color._ClampFragmentColor;