broadcom: don't define internal BPP values twice
We have a "maximum bpp of all render targets" field for several packets. For them we were defining manually the possible values. But all the possible values are the ones defined at the already defined type "Internal BPP". So in practice we were defining the possible BPP values twice. Also for those fields, sometimes we were using the "Internal BPP" type and in some other cases we were not, so this commit also adds some consistency. Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11976>
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@@ -950,11 +950,7 @@
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<field name="Double-buffer in non-ms mode" size="1" start="15" type="bool"/>
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<field name="Multisample Mode (4x)" size="1" start="14" type="bool"/>
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<field name="Maximum BPP of all render targets" size="2" start="12" type="uint">
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<value name="Render target maximum 32bpp" value="0"/>
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<value name="Render target maximum 64bpp" value="1"/>
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<value name="Render target maximum 128bpp" value="2"/>
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</field>
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<field name="Maximum BPP of all render targets" size="2" start="12" type="Internal BPP"/>
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<field name="Number of Render Targets" size="4" start="8" type="uint" minus_one="true"/>
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@@ -992,11 +988,7 @@
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<field name="Double-buffer in non-ms mode" size="1" start="43" type="bool"/>
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<field name="Multisample Mode (4x)" size="1" start="42" type="bool"/>
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<field name="Maximum BPP of all render targets" size="2" start="40" type="uint">
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<value name="Render target maximum 32bpp" value="0"/>
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<value name="Render target maximum 64bpp" value="1"/>
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<value name="Render target maximum 128bpp" value="2"/>
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</field>
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<field name="Maximum BPP of all render targets" size="2" start="40" type="Internal BPP"/>
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<field name="Image Height (pixels)" size="16" start="24" type="uint"/>
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<field name="Image Width (pixels)" size="16" start="8" type="uint"/>
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@@ -136,8 +136,8 @@ v3dX(framebuffer_compute_internal_bpp_msaa)(
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uint8_t *max_bpp,
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bool *msaa)
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{
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STATIC_ASSERT(RENDER_TARGET_MAXIMUM_32BPP == 0);
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*max_bpp = RENDER_TARGET_MAXIMUM_32BPP;
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STATIC_ASSERT(V3D_INTERNAL_BPP_32 == 0);
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*max_bpp = V3D_INTERNAL_BPP_32;
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*msaa = false;
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if (subpass) {
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