Module: Mesa Branch: main Commit: e6460fe66b6faf6f3d4dacd6c6f43efbe4800f8c URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=e6460fe66b6faf6f3d4dacd6c6f43efbe4800f8c
Author: Kenneth Graunke <kenn...@whitecape.org> Date: Wed Nov 23 00:38:02 2022 -0800 intel/compiler: Delete unused repclear shader uniform handling A long time ago, we used a uniform for the clear color. Back in 2014, we added support for using a flat input instead, as this was easier for Vulkan, but we left the option of using a uniform for OpenGL. Eventually nobody used the uniform approach anymore, but the compiler code to handle it remained. Drop the dead code. 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 | 29 ++++++++--------------------- 1 file changed, 8 insertions(+), 21 deletions(-) diff --git a/src/intel/compiler/brw_fs.cpp b/src/intel/compiler/brw_fs.cpp index 8199cfbe9a9..2d81e5f0897 100644 --- a/src/intel/compiler/brw_fs.cpp +++ b/src/intel/compiler/brw_fs.cpp @@ -3601,21 +3601,15 @@ fs_visitor::emit_repclear_shader() brw_wm_prog_key *key = (brw_wm_prog_key*) this->key; int base_mrf = 0; int color_mrf = base_mrf + 2; - fs_inst *mov; - if (uniforms > 0) { - mov = bld.exec_all().group(4, 0) - .MOV(brw_message_reg(color_mrf), - fs_reg(UNIFORM, 0, BRW_REGISTER_TYPE_F)); - } else { - struct brw_reg reg = - brw_reg(BRW_GENERAL_REGISTER_FILE, 2, 3, 0, 0, BRW_REGISTER_TYPE_UD, - BRW_VERTICAL_STRIDE_8, BRW_WIDTH_2, BRW_HORIZONTAL_STRIDE_4, - BRW_SWIZZLE_XYZW, WRITEMASK_XYZW); + assert(uniforms == 0); - mov = bld.exec_all().group(4, 0) - .MOV(brw_uvec_mrf(4, color_mrf, 0), fs_reg(reg)); - } + struct brw_reg reg = + brw_reg(BRW_GENERAL_REGISTER_FILE, 2, 3, 0, 0, BRW_REGISTER_TYPE_UD, + BRW_VERTICAL_STRIDE_8, BRW_WIDTH_2, BRW_HORIZONTAL_STRIDE_4, + BRW_SWIZZLE_XYZW, WRITEMASK_XYZW); + + bld.exec_all().group(4, 0).MOV(brw_uvec_mrf(4, color_mrf, 0), fs_reg(reg)); fs_inst *write = NULL; if (key->nr_color_regions == 1) { @@ -3652,14 +3646,7 @@ fs_visitor::emit_repclear_shader() calculate_cfg(); - assign_constant_locations(); - assign_curb_setup(); - - /* Now that we have the uniform assigned, go ahead and force it to a vec4. */ - if (uniforms > 0) { - assert(mov->src[0].file == FIXED_GRF); - mov->src[0] = brw_vec4_grf(mov->src[0].nr, 0); - } + this->first_non_payload_grf = payload().num_regs; lower_scoreboard(); }