anv/compiler: Remove unneeded wm prog data setup

As of upstream mesa changes, brw_compile_fs does this for us so there's no
need to have the code in the Vulkan driver anymore.
This commit is contained in:
Jason Ekstrand
2015-10-19 16:17:38 -07:00
parent 12c30c9498
commit fba55b711e
-97
View File
@@ -137,71 +137,6 @@ create_params_array(struct anv_pipeline *pipeline,
(const gl_constant_value *)&null_data->client_data[i * sizeof(float)];
}
/**
* Return a bitfield where bit n is set if barycentric interpolation mode n
* (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
*/
unsigned
brw_compute_barycentric_interp_modes(const struct brw_device_info *devinfo,
bool shade_model_flat,
bool persample_shading,
nir_shader *shader)
{
unsigned barycentric_interp_modes = 0;
nir_foreach_variable(var, &shader->inputs) {
enum glsl_interp_qualifier interp_qualifier =
(enum glsl_interp_qualifier) var->data.interpolation;
bool is_centroid = var->data.centroid && !persample_shading;
bool is_sample = var->data.sample || persample_shading;
bool is_gl_Color = (var->data.location == VARYING_SLOT_COL0) ||
(var->data.location == VARYING_SLOT_COL1);
/* Ignore WPOS and FACE, because they don't require interpolation. */
if (var->data.location == VARYING_SLOT_POS ||
var->data.location == VARYING_SLOT_FACE)
continue;
/* Determine the set (or sets) of barycentric coordinates needed to
* interpolate this variable. Note that when
* brw->needs_unlit_centroid_workaround is set, centroid interpolation
* uses PIXEL interpolation for unlit pixels and CENTROID interpolation
* for lit pixels, so we need both sets of barycentric coordinates.
*/
if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
if (is_centroid) {
barycentric_interp_modes |=
1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
} else if (is_sample) {
barycentric_interp_modes |=
1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC;
}
if ((!is_centroid && !is_sample) ||
devinfo->needs_unlit_centroid_workaround) {
barycentric_interp_modes |=
1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
}
} else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
(!(shade_model_flat && is_gl_Color) &&
interp_qualifier == INTERP_QUALIFIER_NONE)) {
if (is_centroid) {
barycentric_interp_modes |=
1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
} else if (is_sample) {
barycentric_interp_modes |=
1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC;
}
if ((!is_centroid && !is_sample) ||
devinfo->needs_unlit_centroid_workaround) {
barycentric_interp_modes |=
1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
}
}
}
return barycentric_interp_modes;
}
static void
brw_vs_populate_key(struct brw_context *brw,
struct brw_vertex_program *vp,
@@ -504,25 +439,6 @@ void brw_wm_populate_key(struct brw_context *brw,
ctx->DrawBuffer = NULL;
}
static uint8_t
computed_depth_mode(struct gl_fragment_program *fp)
{
if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
switch (fp->FragDepthLayout) {
case FRAG_DEPTH_LAYOUT_NONE:
case FRAG_DEPTH_LAYOUT_ANY:
return BRW_PSCDEPTH_ON;
case FRAG_DEPTH_LAYOUT_GREATER:
return BRW_PSCDEPTH_ON_GE;
case FRAG_DEPTH_LAYOUT_LESS:
return BRW_PSCDEPTH_ON_LE;
case FRAG_DEPTH_LAYOUT_UNCHANGED:
return BRW_PSCDEPTH_OFF;
}
}
return BRW_PSCDEPTH_OFF;
}
static bool
really_do_wm_prog(struct brw_context *brw,
struct gl_shader_program *prog,
@@ -540,23 +456,10 @@ really_do_wm_prog(struct brw_context *brw,
memset(prog_data, 0, sizeof(*prog_data));
/* key->alpha_test_func means simulating alpha testing via discards,
* so the shader definitely kills pixels.
*/
prog_data->uses_kill = fp->program.UsesKill || key->alpha_test_func;
prog_data->computed_depth_mode = computed_depth_mode(&fp->program);
create_params_array(pipeline, fs, &prog_data->base);
anv_nir_apply_dynamic_offsets(pipeline, fs->Program->nir, &prog_data->base);
anv_nir_apply_pipeline_layout(fs->Program->nir, pipeline->layout);
prog_data->barycentric_interp_modes =
brw_compute_barycentric_interp_modes(brw->intelScreen->devinfo,
key->flat_shade,
key->persample_shading,
fp->program.Base.nir);
set_binding_table_layout(&prog_data->base, pipeline,
VK_SHADER_STAGE_FRAGMENT);
/* This needs to come after shader time and pull constant entries, but we