v3d: Stop advertising support for PIPE_CAP_TWO_SIDED_COLOR.

The GL frontend can lower away this deprecated GL feature for us.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8601>
This commit is contained in:
Eric Anholt
2021-01-20 12:55:44 -08:00
parent 5ddc2f916f
commit 2992dc7386
5 changed files with 1 additions and 14 deletions

View File

@@ -385,7 +385,6 @@ struct v3d_fs_key {
bool is_lines;
bool line_smoothing;
bool point_coord_upper_left;
bool light_twoside;
bool msaa;
bool sample_coverage;
bool sample_alpha_to_coverage;

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@@ -977,9 +977,6 @@ v3d_nir_lower_vs_late(struct v3d_compile *c)
static void
v3d_nir_lower_fs_late(struct v3d_compile *c)
{
if (c->fs_key->light_twoside)
NIR_PASS_V(c->s, nir_lower_two_sided_color, true);
if (c->fs_key->clamp_color)
NIR_PASS_V(c->s, nir_lower_clamp_color_outputs);
@@ -993,9 +990,6 @@ v3d_nir_lower_fs_late(struct v3d_compile *c)
if (c->key->ucp_enables)
NIR_PASS_V(c->s, nir_lower_clip_fs, c->key->ucp_enables, true);
/* Note: FS input scalarizing must happen after
* nir_lower_two_sided_color, which only handles a vec4 at a time.
*/
NIR_PASS_V(c->s, nir_lower_io_to_scalar, nir_var_shader_in);
}

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@@ -1192,12 +1192,6 @@ pipeline_populate_v3d_fs_key(struct v3d_fs_key *key,
}
}
/* FIXME: we understand that this is used on GL to configure fixed-function
* two side lighting support, and not make sense for Vulkan. Need to
* confirm though.
*/
key->light_twoside = false;
/* FIXME: ditto, although for flat lighting. Again, neet to confirm.*/
key->shade_model_flat = false;
}

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@@ -614,7 +614,6 @@ v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
PIPE_SPRITE_COORD_UPPER_LEFT);
}
key->light_twoside = v3d->rasterizer->base.light_twoside;
key->shade_model_flat = v3d->rasterizer->base.flatshade;
struct v3d_compiled_shader *old_fs = v3d->prog.fs;

View File

@@ -260,6 +260,7 @@ v3d_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
return 1;
case PIPE_CAP_ALPHA_TEST:
case PIPE_CAP_TWO_SIDED_COLOR:
return 0;
/* Geometry shaders */