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>
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@@ -3625,7 +3625,6 @@ fs_visitor::emit_repclear_shader()
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bld.exec_all().group(1, 0).MOV(component(header, 2), brw_imm_ud(i));
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write = bld.emit(FS_OPCODE_REP_FB_WRITE);
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write->saturate = key->clamp_fragment_color;
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write->target = i;
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/* We can use a headerless message for the first render target */
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write->header_size = i == 0 ? 0 : 2;
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