[Mesa-dev] [PATCH] st/mesa: remove st_context::missing textures and get_passthrough_fs
Brian Paul
brianp at vmware.com
Tue Jul 28 11:56:15 PDT 2015
On 07/28/2015 12:44 PM, Marek Olšák wrote:
> From: Marek Olšák <marek.olsak at amd.com>
>
> ---
> src/mesa/state_tracker/st_atom_shader.c | 29 ++---------------------------
> src/mesa/state_tracker/st_context.h | 1 -
> 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 d27882d..fee15a9 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 48c9b6f..81d5480 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;
>
>
Reviewed-by: Brian Paul <brianp at vmware.com>
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