Module: Mesa
Branch: main
Commit: 86c9bdcd9adc952654f58329d4d482b7a509f5c7
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=86c9bdcd9adc952654f58329d4d482b7a509f5c7

Author: Maíra Canal <[email protected]>
Date:   Tue Jan 17 10:20:45 2023 -0300

v3dv: remove unused clamp_to_transparent_black_border property

Commit e07c5467 ("v3dv/format: use XYZ1 swizzle for three-component formats")
removes the only code that handled the clamp_to_transparent_black_border
variable. Therefore, the variable can be deleted, as it is not currently
being used.

Fixes: e07c5467 ("v3dv/format: use XYZ1 swizzle for three-component formats")
Signed-off-by: Maíra Canal <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20746>

---

 src/broadcom/vulkan/v3dv_private.h |  1 -
 src/broadcom/vulkan/v3dvx_device.c | 15 ---------------
 2 files changed, 16 deletions(-)

diff --git a/src/broadcom/vulkan/v3dv_private.h 
b/src/broadcom/vulkan/v3dv_private.h
index f36fa4dd989..0f39565ea01 100644
--- a/src/broadcom/vulkan/v3dv_private.h
+++ b/src/broadcom/vulkan/v3dv_private.h
@@ -2122,7 +2122,6 @@ struct v3dv_sampler {
 
    bool compare_enable;
    bool unnormalized_coordinates;
-   bool clamp_to_transparent_black_border;
 
    /* Prepacked per plane SAMPLER_STATE, that is referenced as part of the tmu
     * configuration. If needed it will be copied to the descriptor info during
diff --git a/src/broadcom/vulkan/v3dvx_device.c 
b/src/broadcom/vulkan/v3dvx_device.c
index cc1e8d7f4a5..e235983864c 100644
--- a/src/broadcom/vulkan/v3dvx_device.c
+++ b/src/broadcom/vulkan/v3dvx_device.c
@@ -203,21 +203,6 @@ v3dX(pack_sampler_state)(struct v3dv_sampler *sampler,
       break;
    }
 
-   /* For some texture formats, when clamping to transparent black border the
-    * CTS expects alpha to be set to 1 instead of 0, but the border color mode
-    * will take priority over the texture state swizzle, so the only way to
-    * fix that is to apply a swizzle in the shader. Here we keep track of
-    * whether we are activating that mode and we will decide if we need to
-    * activate the texture swizzle lowering in the shader key at compile time
-    * depending on the actual texture format.
-    */
-   if ((pCreateInfo->addressModeU == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
-        pCreateInfo->addressModeV == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
-        pCreateInfo->addressModeW == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER) 
&&
-       border_color_mode == V3D_BORDER_COLOR_0000) {
-      sampler->clamp_to_transparent_black_border = true;
-   }
-
    v3dvx_pack(sampler->sampler_state, SAMPLER_STATE, s) {
       if (pCreateInfo->anisotropyEnable) {
          s.anisotropy_enable = true;

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