llvmpipe: remove some unneeded shader structure fields
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@ -85,8 +85,6 @@ struct lp_fragment_shader_variant_key
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struct lp_fragment_shader_variant
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{
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struct lp_fragment_shader *shader;
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struct lp_fragment_shader_variant_key key;
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LLVMValueRef function[2];
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@ -109,8 +107,6 @@ struct lp_fragment_shader
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struct tgsi_shader_info info;
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struct lp_fragment_shader_variant *variants;
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struct lp_fragment_shader_variant *current;
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};
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@ -937,7 +937,6 @@ generate_variant(struct llvmpipe_context *lp,
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if(!variant)
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return NULL;
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variant->shader = shader;
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memcpy(&variant->key, key, sizeof *key);
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generate_fragment(lp, shader, variant, 0);
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@ -1166,8 +1165,6 @@ llvmpipe_update_fs(struct llvmpipe_context *lp)
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LP_COUNT_ADD(nr_llvm_compiles, 2); /* emit vs. omit in/out test */
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}
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shader->current = variant;
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/* TODO: put this in the variant */
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/* TODO: most of these can be relaxed, in particular the colormask */
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opaque = !key.blend.logicop_enable &&
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@ -1181,7 +1178,7 @@ llvmpipe_update_fs(struct llvmpipe_context *lp)
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? TRUE : FALSE;
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lp_setup_set_fs_functions(lp->setup,
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shader->current->jit_function[RAST_WHOLE],
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shader->current->jit_function[RAST_EDGE_TEST],
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variant->jit_function[RAST_WHOLE],
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variant->jit_function[RAST_EDGE_TEST],
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opaque);
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}
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