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>
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@@ -2228,15 +2228,6 @@ vec4_visitor::nir_emit_texture(nir_tex_instr *instr)
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}
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}
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}
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}
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/* TXS and TXL require a LOD but not everything we implement using those
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* two opcodes provides one. Provide a default LOD of 0.
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*/
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if ((instr->op == nir_texop_txs ||
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instr->op == nir_texop_txl) &&
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lod.file == BAD_FILE) {
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lod = brw_imm_ud(0u);
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}
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if (instr->op == nir_texop_txf_ms ||
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if (instr->op == nir_texop_txf_ms ||
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instr->op == nir_texop_samples_identical) {
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instr->op == nir_texop_samples_identical) {
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assert(coord_type != NULL);
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assert(coord_type != NULL);
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@@ -916,18 +916,6 @@ vec4_visitor::emit_texture(ir_texture_opcode op,
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src_reg surface_reg,
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src_reg surface_reg,
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src_reg sampler_reg)
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src_reg sampler_reg)
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{
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{
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/* The sampler can only meaningfully compute LOD for fragment shader
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* messages. For all other stages, we change the opcode to TXL and hardcode
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* the LOD to 0.
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*
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* textureQueryLevels() is implemented in terms of TXS so we need to pass a
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* valid LOD argument.
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*/
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if (op == ir_tex || op == ir_query_levels) {
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assert(lod.file == BAD_FILE);
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lod = brw_imm_f(0.0f);
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}
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enum opcode opcode;
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enum opcode opcode;
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switch (op) {
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switch (op) {
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case ir_tex: opcode = SHADER_OPCODE_TXL; break;
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case ir_tex: opcode = SHADER_OPCODE_TXL; break;
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