v3d: Garbage collect unused uniforms code.
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62a3192112
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5932575299
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@ -243,8 +243,6 @@ enum quniform_contents {
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QUNIFORM_TEXRECT_SCALE_X,
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QUNIFORM_TEXRECT_SCALE_Y,
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QUNIFORM_TEXTURE_BORDER_COLOR,
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QUNIFORM_ALPHA_REF,
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/**
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@ -28,82 +28,6 @@
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#include "compiler/v3d_compiler.h"
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#include "broadcom/cle/v3d_packet_v33_pack.h"
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#if 0
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#define SWIZ(x,y,z,w) { \
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PIPE_SWIZZLE_##x, \
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PIPE_SWIZZLE_##y, \
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PIPE_SWIZZLE_##z, \
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PIPE_SWIZZLE_##w \
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}
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static void
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write_texture_border_color(struct v3d_job *job,
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struct v3d_cl_out **uniforms,
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struct v3d_texture_stateobj *texstate,
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uint32_t unit)
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{
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struct pipe_sampler_state *sampler = texstate->samplers[unit];
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struct pipe_sampler_view *texture = texstate->textures[unit];
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struct v3d_resource *rsc = v3d_resource(texture->texture);
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union util_color uc;
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const struct util_format_description *tex_format_desc =
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util_format_description(texture->format);
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float border_color[4];
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for (int i = 0; i < 4; i++)
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border_color[i] = sampler->border_color.f[i];
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if (util_format_is_srgb(texture->format)) {
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for (int i = 0; i < 3; i++)
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border_color[i] =
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util_format_linear_to_srgb_float(border_color[i]);
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}
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/* Turn the border color into the layout of channels that it would
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* have when stored as texture contents.
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*/
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float storage_color[4];
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util_format_unswizzle_4f(storage_color,
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border_color,
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tex_format_desc->swizzle);
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/* Now, pack so that when the v3d_format-sampled texture contents are
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* replaced with our border color, the v3d_get_format_swizzle()
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* swizzling will get the right channels.
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*/
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if (util_format_is_depth_or_stencil(texture->format)) {
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uc.ui[0] = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
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sampler->border_color.f[0]) << 8;
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} else {
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switch (rsc->v3d_format) {
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default:
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case VC5_TEXTURE_TYPE_RGBA8888:
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util_pack_color(storage_color,
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PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
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break;
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case VC5_TEXTURE_TYPE_RGBA4444:
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util_pack_color(storage_color,
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PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
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break;
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case VC5_TEXTURE_TYPE_RGB565:
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util_pack_color(storage_color,
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PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
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break;
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case VC5_TEXTURE_TYPE_ALPHA:
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uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
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break;
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case VC5_TEXTURE_TYPE_LUMALPHA:
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uc.ui[0] = ((float_to_ubyte(storage_color[1]) << 24) |
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(float_to_ubyte(storage_color[0]) << 0));
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break;
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}
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}
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cl_aligned_u32(uniforms, uc.ui[0]);
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}
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#endif
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static uint32_t
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get_texrect_scale(struct v3d_texture_stateobj *texstate,
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enum quniform_contents contents,
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@ -323,13 +247,6 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
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uinfo->data[i]);
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break;
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#if 0
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case QUNIFORM_TEXTURE_FIRST_LEVEL:
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write_texture_first_level(job, &uniforms, texstate,
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uinfo->data[i]);
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break;
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#endif
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case QUNIFORM_TEXRECT_SCALE_X:
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case QUNIFORM_TEXRECT_SCALE_Y:
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cl_aligned_u32(&uniforms,
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@ -374,10 +291,6 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
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texstate->textures[uinfo->data[i]]->u.tex.first_level);
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break;
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case QUNIFORM_TEXTURE_BORDER_COLOR:
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/* XXX */
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break;
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case QUNIFORM_SPILL_OFFSET:
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cl_aligned_reloc(&job->indirect, &uniforms,
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v3d->prog.spill_bo, 0);
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@ -441,7 +354,6 @@ v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader)
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case QUNIFORM_TMU_CONFIG_P0:
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case QUNIFORM_TMU_CONFIG_P1:
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case QUNIFORM_TEXTURE_CONFIG_P1:
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case QUNIFORM_TEXTURE_BORDER_COLOR:
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case QUNIFORM_TEXTURE_FIRST_LEVEL:
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case QUNIFORM_TEXRECT_SCALE_X:
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case QUNIFORM_TEXRECT_SCALE_Y:
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