panfrost: Zero depth_source in vertex shaders
Spurious assignment. Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11733>
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@ -202,9 +202,6 @@ pan_shader_prepare_rsd(const struct panfrost_device *dev,
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* shading, but that'll just got ORed in */
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* shading, but that'll just got ORed in */
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rsd->multisample_misc.evaluate_per_sample =
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rsd->multisample_misc.evaluate_per_sample =
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shader_info->fs.sample_shading;
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shader_info->fs.sample_shading;
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} else {
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rsd->properties.depth_source =
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MALI_DEPTH_SOURCE_FIXED_FUNCTION;
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}
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}
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if (pan_is_bifrost(dev))
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if (pan_is_bifrost(dev))
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