r300: Use get_first_non_void_channel more often
Reviewed-by: Pavel Ondračka <pavel.ondracka@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18634>
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@@ -340,7 +340,7 @@ static inline uint16_t
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r300_translate_vertex_data_type(enum pipe_format format) {
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uint32_t result = 0;
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const struct util_format_description *desc;
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unsigned i;
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int i = util_format_get_first_non_void_channel(format);
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if (!format)
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format = PIPE_FORMAT_R32_FLOAT;
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@@ -351,13 +351,6 @@ r300_translate_vertex_data_type(enum pipe_format format) {
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return R300_INVALID_FORMAT;
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}
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/* Find the first non-VOID channel. */
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for (i = 0; i < 4; i++) {
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if (desc->channel[i].type != UTIL_FORMAT_TYPE_VOID) {
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break;
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}
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}
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switch (desc->channel[i].type) {
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/* Half-floats, floats, doubles */
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case UTIL_FORMAT_TYPE_FLOAT:
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@@ -169,7 +169,7 @@ uint32_t r300_translate_texformat(enum pipe_format format,
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{
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uint32_t result = 0;
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const struct util_format_description *desc;
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unsigned i;
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int i;
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boolean uniform = TRUE;
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const uint32_t sign_bit[4] = {
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R300_TX_FORMAT_SIGNED_W,
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@@ -358,14 +358,8 @@ uint32_t r300_translate_texformat(enum pipe_format format,
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return ~0; /* Unsupported/unknown. */
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}
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/* Find the first non-VOID channel. */
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for (i = 0; i < 4; i++) {
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if (desc->channel[i].type != UTIL_FORMAT_TYPE_VOID) {
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break;
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}
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}
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if (i == 4)
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i = util_format_get_first_non_void_channel(format);
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if (i == -1)
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return ~0; /* Unsupported/unknown. */
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/* And finally, uniform formats. */
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@@ -591,21 +585,15 @@ static uint32_t r300_translate_zsformat(enum pipe_format format)
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static uint32_t r300_translate_out_fmt(enum pipe_format format)
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{
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uint32_t modifier = 0;
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unsigned i;
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int i;
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const struct util_format_description *desc;
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boolean uniform_sign;
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format = r300_unbyteswap_array_format(format);
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desc = util_format_description(format);
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/* Find the first non-VOID channel. */
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for (i = 0; i < 4; i++) {
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if (desc->channel[i].type != UTIL_FORMAT_TYPE_VOID) {
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break;
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}
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}
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if (i == 4)
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i = util_format_get_first_non_void_channel(format);
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if (i == -1)
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return ~0; /* Unsupported/unknown. */
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/* Specifies how the shader output is written to the fog unit. */
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