v3d/compiler: remove return_channels from the shader key

This isn't used anywhere.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34742>
This commit is contained in:
Ella Stanforth
2025-04-29 13:32:58 +01:00
committed by Marge Bot
parent b39fc710ee
commit 76e27d2d0d
3 changed files with 0 additions and 15 deletions
-1
View File
@@ -413,7 +413,6 @@ struct v3d_key {
} tex[V3D_MAX_TEXTURE_SAMPLERS];
struct {
uint8_t return_size;
uint8_t return_channels;
} sampler[V3D_MAX_TEXTURE_SAMPLERS];
uint8_t num_tex_used;
-3
View File
@@ -980,9 +980,6 @@ pipeline_populate_v3d_key(struct v3d_key *key,
sampler_idx++) {
key->sampler[sampler_idx].return_size =
sampler_map->return_size[sampler_idx];
key->sampler[sampler_idx].return_channels =
key->sampler[sampler_idx].return_size == 32 ? 4 : 2;
}
switch (p_stage->stage) {
-11
View File
@@ -588,16 +588,6 @@ v3d_setup_shared_key(struct v3d_context *v3d, struct v3d_key *key,
key->sampler[i].return_size =
v3d_get_tex_return_size(devinfo, sampler->format);
/* For 16-bit, we set up the sampler to always return 2
* channels (meaning no recompiles for most statechanges),
* while for 32 we actually scale the returns with channels.
*/
if (key->sampler[i].return_size == 16) {
key->sampler[i].return_channels = 2;
} else {
key->sampler[i].return_channels = 4;
}
/* We let the sampler state handle the swizzle.
*/
key->tex[i].swizzle[0] = PIPE_SWIZZLE_X;
@@ -634,7 +624,6 @@ v3d_setup_shared_precompile_key(struct v3d_uncompiled_shader *uncompiled,
*/
for (int i = 0; i < s->info.num_textures; i++) {
key->sampler[i].return_size = 16;
key->sampler[i].return_channels = 2;
key->tex[i].swizzle[0] = PIPE_SWIZZLE_X;
key->tex[i].swizzle[1] = PIPE_SWIZZLE_Y;