intel/compiler: Drop unused saturate handling in repclear shader

We never set key->clamp_fragment_color when compiling the BLORP fast
clear shaders.  Besides, we were setting saturate on an FB write opcode,
which...isn't even a thing.  We would need it on the MOV, and weren't
setting it there.  So it wouldn't have even worked.

Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20172>
This commit is contained in:
Kenneth Graunke
2022-11-23 01:49:36 -08:00
committed by Marge Bot
parent e6d9267d4f
commit ef7d1b5f44
-1
View File
@@ -3625,7 +3625,6 @@ fs_visitor::emit_repclear_shader()
bld.exec_all().group(1, 0).MOV(component(header, 2), brw_imm_ud(i));
write = bld.emit(FS_OPCODE_REP_FB_WRITE);
write->saturate = key->clamp_fragment_color;
write->target = i;
/* We can use a headerless message for the first render target */
write->header_size = i == 0 ? 0 : 2;