v3d: Garbage collect unused uniforms code.

This commit is contained in:
Eric Anholt 2018-12-03 08:52:36 -08:00
parent 62a3192112
commit 5932575299
2 changed files with 0 additions and 90 deletions

View File

@ -243,8 +243,6 @@ enum quniform_contents {
QUNIFORM_TEXRECT_SCALE_X,
QUNIFORM_TEXRECT_SCALE_Y,
QUNIFORM_TEXTURE_BORDER_COLOR,
QUNIFORM_ALPHA_REF,
/**

View File

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