etnaviv: shrink struct etna_3d_state
Drop struct members which are only written to but never read from. Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com> Reviewed-by: Lucas Stach <l.stach@pengutronix.de>
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@ -250,21 +250,6 @@ etna_emit_state(struct etna_context *ctx)
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etna_set_state(stream, VIVS_TS_FLUSH_CACHE, VIVS_TS_FLUSH_CACHE_FLUSH);
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}
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/* If MULTI_SAMPLE_CONFIG.MSAA_SAMPLES changed, clobber affected shader
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* state to make sure it is always rewritten. */
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if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) {
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if ((ctx->gpu3d.GL_MULTI_SAMPLE_CONFIG & VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES__MASK) !=
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(ctx->framebuffer.GL_MULTI_SAMPLE_CONFIG & VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES__MASK)) {
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/* XXX what does the GPU set these states to on MSAA samples change?
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* Does it do the right thing?
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* (increase/decrease as necessary) or something else? Just set some
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* invalid value until we know for
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* sure. */
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ctx->gpu3d.PS_INPUT_COUNT = 0xffffffff;
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ctx->gpu3d.PS_TEMP_REGISTER_CONTROL = 0xffffffff;
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}
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}
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/* Update vertex elements. This is different from any of the other states, in that
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* a) the number of vertex elements written matters: so write only active ones
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* b) the vertex element states must all be written: do not skip entries that stay the same */
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@ -693,8 +678,6 @@ etna_emit_state(struct etna_context *ctx)
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/* Copy uniforms to gpu3d, so that incremental updates to uniforms are
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* possible as long as the
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* same shader remains bound */
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ctx->gpu3d.vs_uniforms_size = ctx->shader_state.vs_uniforms_size;
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ctx->gpu3d.ps_uniforms_size = ctx->shader_state.ps_uniforms_size;
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memcpy(ctx->gpu3d.VS_UNIFORMS, ctx->shader_state.VS_UNIFORMS,
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ctx->shader_state.vs_uniforms_size * 4);
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memcpy(ctx->gpu3d.PS_UNIFORMS, ctx->shader_state.PS_UNIFORMS,
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@ -270,12 +270,6 @@ struct compiled_shader_state {
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/* state of some 3d and common registers relevant to etna driver */
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struct etna_3d_state {
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unsigned vs_uniforms_size;
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unsigned ps_uniforms_size;
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uint32_t /*01008*/ PS_INPUT_COUNT;
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uint32_t /*0100C*/ PS_TEMP_REGISTER_CONTROL;
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uint32_t /*03818*/ GL_MULTI_SAMPLE_CONFIG;
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uint32_t /*05000*/ VS_UNIFORMS[VIVS_VS_UNIFORMS__LEN];
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uint32_t /*07000*/ PS_UNIFORMS[VIVS_PS_UNIFORMS__LEN];
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};
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