Module: Mesa Branch: main Commit: ef7d1b5f446a23419e6043f71a551217da9ea598 URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=ef7d1b5f446a23419e6043f71a551217da9ea598
Author: Kenneth Graunke <kenn...@whitecape.org> Date: Wed Nov 23 01:49:36 2022 -0800 intel/compiler: Drop unused saturate handling in repclear shader We never set key->clamp_fragment_color when compiling the BLORP fast clear shaders. Besides, we were setting saturate on an FB write opcode, which...isn't even a thing. We would need it on the MOV, and weren't setting it there. So it wouldn't have even worked. Reviewed-by: Caio Oliveira <caio.olive...@intel.com> Reviewed-by: Emma Anholt <e...@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20172> --- src/intel/compiler/brw_fs.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/src/intel/compiler/brw_fs.cpp b/src/intel/compiler/brw_fs.cpp index 65f5e9fbf1e..56effbf00b8 100644 --- a/src/intel/compiler/brw_fs.cpp +++ b/src/intel/compiler/brw_fs.cpp @@ -3625,7 +3625,6 @@ fs_visitor::emit_repclear_shader() bld.exec_all().group(1, 0).MOV(component(header, 2), brw_imm_ud(i)); write = bld.emit(FS_OPCODE_REP_FB_WRITE); - write->saturate = key->clamp_fragment_color; write->target = i; /* We can use a headerless message for the first render target */ write->header_size = i == 0 ? 0 : 2;