st/mesa: remove st_context::missing textures and get_passthrough_fs
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
@@ -49,24 +49,6 @@
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#include "st_program.h"
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#include "st_program.h"
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/**
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* Return pointer to a pass-through fragment shader.
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* This shader is used when a texture is missing/incomplete.
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*/
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static void *
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get_passthrough_fs(struct st_context *st)
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{
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if (!st->passthrough_fs) {
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st->passthrough_fs =
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util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_COLOR,
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TGSI_INTERPOLATE_PERSPECTIVE,
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TRUE);
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}
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return st->passthrough_fs;
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}
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/**
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/**
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* Update fragment program state/atom. This involves translating the
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* Update fragment program state/atom. This involves translating the
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* Mesa fragment program into a gallium fragment program and binding it.
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* Mesa fragment program into a gallium fragment program and binding it.
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@@ -96,15 +78,8 @@ update_fp( struct st_context *st )
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st_reference_fragprog(st, &st->fp, stfp);
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st_reference_fragprog(st, &st->fp, stfp);
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if (st->missing_textures) {
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cso_set_fragment_shader_handle(st->cso_context,
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/* use a pass-through frag shader that uses no textures */
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st->fp_variant->driver_shader);
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void *fs = get_passthrough_fs(st);
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cso_set_fragment_shader_handle(st->cso_context, fs);
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}
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else {
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cso_set_fragment_shader_handle(st->cso_context,
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st->fp_variant->driver_shader);
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}
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}
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}
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@@ -140,7 +140,6 @@ struct st_context
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struct st_state_flags dirty;
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struct st_state_flags dirty;
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GLboolean missing_textures;
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GLboolean vertdata_edgeflags;
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GLboolean vertdata_edgeflags;
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GLboolean edgeflag_culls_prims;
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GLboolean edgeflag_culls_prims;
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