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>
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@@ -385,7 +385,6 @@ struct v3d_fs_key {
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bool is_lines;
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bool line_smoothing;
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bool point_coord_upper_left;
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bool light_twoside;
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bool msaa;
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bool sample_coverage;
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bool sample_alpha_to_coverage;
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@@ -977,9 +977,6 @@ v3d_nir_lower_vs_late(struct v3d_compile *c)
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static void
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v3d_nir_lower_fs_late(struct v3d_compile *c)
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{
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if (c->fs_key->light_twoside)
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NIR_PASS_V(c->s, nir_lower_two_sided_color, true);
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if (c->fs_key->clamp_color)
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NIR_PASS_V(c->s, nir_lower_clamp_color_outputs);
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@@ -993,9 +990,6 @@ v3d_nir_lower_fs_late(struct v3d_compile *c)
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if (c->key->ucp_enables)
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NIR_PASS_V(c->s, nir_lower_clip_fs, c->key->ucp_enables, true);
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/* Note: FS input scalarizing must happen after
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* nir_lower_two_sided_color, which only handles a vec4 at a time.
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*/
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NIR_PASS_V(c->s, nir_lower_io_to_scalar, nir_var_shader_in);
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}
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@@ -1192,12 +1192,6 @@ pipeline_populate_v3d_fs_key(struct v3d_fs_key *key,
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}
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}
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/* FIXME: we understand that this is used on GL to configure fixed-function
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* two side lighting support, and not make sense for Vulkan. Need to
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* confirm though.
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*/
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key->light_twoside = false;
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/* FIXME: ditto, although for flat lighting. Again, neet to confirm.*/
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key->shade_model_flat = false;
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}
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@@ -614,7 +614,6 @@ v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
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PIPE_SPRITE_COORD_UPPER_LEFT);
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}
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key->light_twoside = v3d->rasterizer->base.light_twoside;
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key->shade_model_flat = v3d->rasterizer->base.flatshade;
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struct v3d_compiled_shader *old_fs = v3d->prog.fs;
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@@ -260,6 +260,7 @@ v3d_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
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return 1;
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case PIPE_CAP_ALPHA_TEST:
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case PIPE_CAP_TWO_SIDED_COLOR:
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return 0;
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/* Geometry shaders */
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