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>
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@@ -413,7 +413,6 @@ struct v3d_key {
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} tex[V3D_MAX_TEXTURE_SAMPLERS];
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struct {
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uint8_t return_size;
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uint8_t return_channels;
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} sampler[V3D_MAX_TEXTURE_SAMPLERS];
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uint8_t num_tex_used;
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@@ -980,9 +980,6 @@ pipeline_populate_v3d_key(struct v3d_key *key,
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sampler_idx++) {
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key->sampler[sampler_idx].return_size =
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sampler_map->return_size[sampler_idx];
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key->sampler[sampler_idx].return_channels =
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key->sampler[sampler_idx].return_size == 32 ? 4 : 2;
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}
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switch (p_stage->stage) {
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@@ -588,16 +588,6 @@ v3d_setup_shared_key(struct v3d_context *v3d, struct v3d_key *key,
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key->sampler[i].return_size =
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v3d_get_tex_return_size(devinfo, sampler->format);
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/* For 16-bit, we set up the sampler to always return 2
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* channels (meaning no recompiles for most statechanges),
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* while for 32 we actually scale the returns with channels.
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*/
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if (key->sampler[i].return_size == 16) {
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key->sampler[i].return_channels = 2;
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} else {
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key->sampler[i].return_channels = 4;
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}
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/* We let the sampler state handle the swizzle.
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*/
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key->tex[i].swizzle[0] = PIPE_SWIZZLE_X;
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@@ -634,7 +624,6 @@ v3d_setup_shared_precompile_key(struct v3d_uncompiled_shader *uncompiled,
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*/
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for (int i = 0; i < s->info.num_textures; i++) {
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key->sampler[i].return_size = 16;
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key->sampler[i].return_channels = 2;
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key->tex[i].swizzle[0] = PIPE_SWIZZLE_X;
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key->tex[i].swizzle[1] = PIPE_SWIZZLE_Y;
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