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authorMarek Olšák <[email protected]>2015-07-28 20:41:16 +0200
committerMarek Olšák <[email protected]>2015-07-29 00:10:27 +0200
commit5142564734bd68f165b02e29e384ebbcf91cce38 (patch)
tree37fafe4cb82dfb02c5e812a79b26827191e1beff
parent72f31c63d7b73abcdf47bc303d09987f299aff7a (diff)
st/mesa: remove st_context::missing textures and get_passthrough_fs
Reviewed-by: Brian Paul <[email protected]>
-rw-r--r--src/mesa/state_tracker/st_atom_shader.c29
-rw-r--r--src/mesa/state_tracker/st_context.h1
2 files changed, 2 insertions, 28 deletions
diff --git a/src/mesa/state_tracker/st_atom_shader.c b/src/mesa/state_tracker/st_atom_shader.c
index d27882def7b..fee15a980f3 100644
--- a/src/mesa/state_tracker/st_atom_shader.c
+++ b/src/mesa/state_tracker/st_atom_shader.c
@@ -50,24 +50,6 @@
/**
- * Return pointer to a pass-through fragment shader.
- * This shader is used when a texture is missing/incomplete.
- */
-static void *
-get_passthrough_fs(struct st_context *st)
-{
- if (!st->passthrough_fs) {
- st->passthrough_fs =
- util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_COLOR,
- TGSI_INTERPOLATE_PERSPECTIVE,
- TRUE);
- }
-
- return st->passthrough_fs;
-}
-
-
-/**
* Update fragment program state/atom. This involves translating the
* Mesa fragment program into a gallium fragment program and binding it.
*/
@@ -96,15 +78,8 @@ update_fp( struct st_context *st )
st_reference_fragprog(st, &st->fp, stfp);
- if (st->missing_textures) {
- /* use a pass-through frag shader that uses no textures */
- void *fs = get_passthrough_fs(st);
- cso_set_fragment_shader_handle(st->cso_context, fs);
- }
- else {
- cso_set_fragment_shader_handle(st->cso_context,
- st->fp_variant->driver_shader);
- }
+ cso_set_fragment_shader_handle(st->cso_context,
+ st->fp_variant->driver_shader);
}
diff --git a/src/mesa/state_tracker/st_context.h b/src/mesa/state_tracker/st_context.h
index 48c9b6f0bb9..81d5480431a 100644
--- a/src/mesa/state_tracker/st_context.h
+++ b/src/mesa/state_tracker/st_context.h
@@ -140,7 +140,6 @@ struct st_context
struct st_state_flags dirty;
- GLboolean missing_textures;
GLboolean vertdata_edgeflags;
GLboolean edgeflag_culls_prims;