From ef7d1b5f446a23419e6043f71a551217da9ea598 Mon Sep 17 00:00:00 2001 From: Kenneth Graunke Date: Wed, 23 Nov 2022 01:49:36 -0800 Subject: [PATCH] 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 Reviewed-by: Emma Anholt Part-of: --- src/intel/compiler/brw_fs.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/src/intel/compiler/brw_fs.cpp b/src/intel/compiler/brw_fs.cpp index 65f5e9fbf1e..56effbf00b8 100644 --- a/src/intel/compiler/brw_fs.cpp +++ b/src/intel/compiler/brw_fs.cpp @@ -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;