radv: do not fill keys from fragment shader twice

radv_fill_shader_info() already does that.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Samuel Pitoiset 2020-01-03 11:12:36 +01:00
parent ed43dd62ac
commit e565fd4255
1 changed files with 0 additions and 14 deletions

View File

@ -2836,20 +2836,6 @@ void radv_create_shaders(struct radv_pipeline *pipeline,
radv_stop_feedback(stage_feedbacks[MESA_SHADER_FRAGMENT], false);
}
/* TODO: These are no longer used as keys we should refactor this */
keys[MESA_SHADER_VERTEX].vs_common_out.export_prim_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.ps.prim_id_input;
keys[MESA_SHADER_VERTEX].vs_common_out.export_layer_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.ps.layer_input;
keys[MESA_SHADER_VERTEX].vs_common_out.export_clip_dists =
!!pipeline->shaders[MESA_SHADER_FRAGMENT]->info.ps.num_input_clips_culls;
keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_prim_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.ps.prim_id_input;
keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_layer_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.ps.layer_input;
keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_clip_dists =
!!pipeline->shaders[MESA_SHADER_FRAGMENT]->info.ps.num_input_clips_culls;
}
if (device->physical_device->rad_info.chip_class >= GFX9 && modules[MESA_SHADER_TESS_CTRL]) {