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authorEric Anholt <[email protected]>2018-01-02 11:26:58 -0800
committerEric Anholt <[email protected]>2018-01-03 14:25:23 -0800
commitba965084b60e702b41beaea75237bfa39335b6cb (patch)
treebfeafcc80363bac6f1930209e506398176b81c4f /src/gallium/drivers/vc5/vc5_state.c
parentac4054ca1766b5ab4ee2059e7e0f8590c219730d (diff)
broadcom/vc5: Move texture return channel setup into the compiler.
The compiler decides how many LDTMUs we're going to emit, and that must match the P1 flags. This brings the return channel counting to a single place (so all that's passed into the compiler is "how many return channels you may request from this texture's format), and was a necessary step for shadow samplers once we stop using OVRTMUOUT=0.
Diffstat (limited to 'src/gallium/drivers/vc5/vc5_state.c')
-rw-r--r--src/gallium/drivers/vc5/vc5_state.c13
1 files changed, 0 insertions, 13 deletions
diff --git a/src/gallium/drivers/vc5/vc5_state.c b/src/gallium/drivers/vc5/vc5_state.c
index d022aa84e42..04ce3075a8f 100644
--- a/src/gallium/drivers/vc5/vc5_state.c
+++ b/src/gallium/drivers/vc5/vc5_state.c
@@ -588,19 +588,6 @@ vc5_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
pipe_reference(NULL, &prsc->reference);
- v3dx_pack(&so->p1, TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1, p1) {
- p1.return_word_0_of_texture_data = true;
- if (vc5_get_tex_return_size(cso->format) == 16) {
- p1.return_word_1_of_texture_data = true;
- } else {
- int chans = vc5_get_tex_return_channels(cso->format);
-
- p1.return_word_1_of_texture_data = chans > 1;
- p1.return_word_2_of_texture_data = chans > 2;
- p1.return_word_3_of_texture_data = chans > 3;
- }
- }
-
/* Compute the sampler view's swizzle up front. This will be plugged
* into either the sampler (for 16-bit returns) or the shader's
* texture key (for 32)