v3d: Stop advertising support for PIPE_CAP_*_COLOR_CLAMPED.
The GL frontend can lower away this deprecated GL feature for us. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8601>
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@@ -389,7 +389,6 @@ struct v3d_fs_key {
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bool sample_coverage;
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bool sample_alpha_to_coverage;
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bool sample_alpha_to_one;
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bool clamp_color;
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bool shade_model_flat;
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/* Mask of which color render targets are present. */
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uint8_t cbufs;
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@@ -960,9 +960,6 @@ v3d_nir_lower_gs_late(struct v3d_compile *c)
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static void
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v3d_nir_lower_vs_late(struct v3d_compile *c)
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{
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if (c->vs_key->clamp_color)
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NIR_PASS_V(c->s, nir_lower_clamp_color_outputs);
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if (c->key->ucp_enables) {
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NIR_PASS_V(c->s, nir_lower_clip_vs, c->key->ucp_enables,
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false, false, NULL);
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@@ -977,9 +974,6 @@ 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->clamp_color)
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NIR_PASS_V(c->s, nir_lower_clamp_color_outputs);
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/* In OpenGL the fragment shader can't read gl_ClipDistance[], but
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* Vulkan allows it, in which case the SPIR-V compiler will declare
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* VARING_SLOT_CLIP_DIST0 as compact array variable. Pass true as
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@@ -1106,9 +1106,6 @@ pipeline_populate_v3d_fs_key(struct v3d_fs_key *key,
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key->is_lines = (topology >= PIPE_PRIM_LINES &&
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topology <= PIPE_PRIM_LINE_STRIP);
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/* Vulkan doesn't appear to specify (anv does the same) */
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key->clamp_color = false;
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const VkPipelineColorBlendStateCreateInfo *cb_info =
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pCreateInfo->pColorBlendState;
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@@ -1206,9 +1203,6 @@ pipeline_populate_v3d_vs_key(struct v3d_vs_key *key,
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const bool rba = p_stage->pipeline->device->features.robustBufferAccess;
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pipeline_populate_v3d_key(&key->base, p_stage, 0, rba);
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/* Vulkan doesn't appear to specify (anv does the same) */
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key->clamp_color = false;
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/* Vulkan specifies a point size per vertex, so true for if the prim are
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* points, like on ES2)
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*/
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@@ -552,7 +552,6 @@ v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
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prim_mode <= PIPE_PRIM_LINE_STRIP);
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key->line_smoothing = (key->is_lines &&
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v3d_line_smoothing_enabled(v3d));
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key->clamp_color = v3d->rasterizer->base.clamp_fragment_color;
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if (v3d->blend->base.logicop_enable) {
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key->logicop_func = v3d->blend->base.logicop_func;
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} else {
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@@ -757,8 +756,6 @@ v3d_update_compiled_vs(struct v3d_context *v3d, uint8_t prim_mode)
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sizeof(key->used_outputs));
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}
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key->clamp_color = v3d->rasterizer->base.clamp_vertex_color;
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key->per_vertex_point_size =
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(prim_mode == PIPE_PRIM_POINTS &&
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v3d->rasterizer->base.point_size_per_vertex);
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@@ -109,9 +109,7 @@ v3d_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
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switch (param) {
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/* Supported features (boolean caps). */
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case PIPE_CAP_VERTEX_COLOR_CLAMPED:
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case PIPE_CAP_VERTEX_COLOR_UNCLAMPED:
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case PIPE_CAP_FRAGMENT_COLOR_CLAMPED:
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case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
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case PIPE_CAP_NPOT_TEXTURES:
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case PIPE_CAP_SHAREABLE_SHADERS:
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@@ -261,6 +259,8 @@ v3d_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
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case PIPE_CAP_ALPHA_TEST:
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case PIPE_CAP_TWO_SIDED_COLOR:
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case PIPE_CAP_VERTEX_COLOR_CLAMPED:
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case PIPE_CAP_FRAGMENT_COLOR_CLAMPED:
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return 0;
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/* Geometry shaders */
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