i965/vec4: remove setting default LOD in the backend

It is already done in NIR.

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This commit is contained in:
Samuel Iglesias Gonsálvez
2017-10-09 12:25:39 +02:00
parent c6d7d09bd0
commit 9e515cf381
2 changed files with 0 additions and 21 deletions

View File

@@ -2228,15 +2228,6 @@ vec4_visitor::nir_emit_texture(nir_tex_instr *instr)
}
}
/* TXS and TXL require a LOD but not everything we implement using those
* two opcodes provides one. Provide a default LOD of 0.
*/
if ((instr->op == nir_texop_txs ||
instr->op == nir_texop_txl) &&
lod.file == BAD_FILE) {
lod = brw_imm_ud(0u);
}
if (instr->op == nir_texop_txf_ms ||
instr->op == nir_texop_samples_identical) {
assert(coord_type != NULL);

View File

@@ -916,18 +916,6 @@ vec4_visitor::emit_texture(ir_texture_opcode op,
src_reg surface_reg,
src_reg sampler_reg)
{
/* The sampler can only meaningfully compute LOD for fragment shader
* messages. For all other stages, we change the opcode to TXL and hardcode
* the LOD to 0.
*
* textureQueryLevels() is implemented in terms of TXS so we need to pass a
* valid LOD argument.
*/
if (op == ir_tex || op == ir_query_levels) {
assert(lod.file == BAD_FILE);
lod = brw_imm_f(0.0f);
}
enum opcode opcode;
switch (op) {
case ir_tex: opcode = SHADER_OPCODE_TXL; break;