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.
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@@ -212,8 +212,6 @@ void brw_wm_populate_key(struct brw_context *brw,
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struct brw_wm_prog_key *key)
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{
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struct gl_context *ctx = &brw->ctx;
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GLuint lookup = 0;
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GLuint line_aa;
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bool program_uses_dfdy = fp->program.UsesDFdy;
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struct gl_framebuffer draw_buffer;
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bool multisample_fbo;
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@@ -237,72 +235,10 @@ void brw_wm_populate_key(struct brw_context *brw,
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multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
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/* Build the index for table lookup
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*/
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if (brw->gen < 6) {
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/* _NEW_COLOR */
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if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
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lookup |= IZ_PS_KILL_ALPHATEST_BIT;
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if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
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lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
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/* _NEW_DEPTH */
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if (ctx->Depth.Test)
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lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
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if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
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lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
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/* _NEW_STENCIL | _NEW_BUFFERS */
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if (ctx->Stencil._Enabled) {
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lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
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if (ctx->Stencil.WriteMask[0] ||
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ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
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lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
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}
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key->iz_lookup = lookup;
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}
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line_aa = AA_NEVER;
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/* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
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if (ctx->Line.SmoothFlag) {
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if (brw->reduced_primitive == GL_LINES) {
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line_aa = AA_ALWAYS;
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}
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else if (brw->reduced_primitive == GL_TRIANGLES) {
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if (ctx->Polygon.FrontMode == GL_LINE) {
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line_aa = AA_SOMETIMES;
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if (ctx->Polygon.BackMode == GL_LINE ||
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(ctx->Polygon.CullFlag &&
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ctx->Polygon.CullFaceMode == GL_BACK))
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line_aa = AA_ALWAYS;
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}
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else if (ctx->Polygon.BackMode == GL_LINE) {
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line_aa = AA_SOMETIMES;
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if ((ctx->Polygon.CullFlag &&
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ctx->Polygon.CullFaceMode == GL_FRONT))
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line_aa = AA_ALWAYS;
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}
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}
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}
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key->line_aa = line_aa;
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/* _NEW_HINT */
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key->high_quality_derivatives =
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ctx->Hint.FragmentShaderDerivative == GL_NICEST;
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if (brw->gen < 6)
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key->stats_wm = brw->stats_wm;
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/* _NEW_LIGHT */
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key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
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/* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
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key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
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