shader: Remove compiled_fs_uid from shader key

Recording the uid from the fragment shader seems unnecessary when we
already track most of the information through vars_info.

Signed-off-by: Italo Nicola <italonicola@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
macos/master
Italo Nicola 3 years ago committed by Gert Wollny
parent 072f30955b
commit 5f488ed00d
  1. 1
      src/vrend_renderer.c
  2. 2
      src/vrend_shader.h

@ -3479,7 +3479,6 @@ static inline void vrend_sync_shader_io(struct vrend_sub_context *sub_ctx,
if (sub_ctx->shaders[PIPE_SHADER_FRAGMENT]) { if (sub_ctx->shaders[PIPE_SHADER_FRAGMENT]) {
struct vrend_shader *fs = struct vrend_shader *fs =
sub_ctx->shaders[PIPE_SHADER_FRAGMENT]->current; sub_ctx->shaders[PIPE_SHADER_FRAGMENT]->current;
key->compiled_fs_uid = fs->uid;
key->fs_info = &fs->var_sinfo.fs_info; key->fs_info = &fs->var_sinfo.fs_info;
next_type = PIPE_SHADER_FRAGMENT; next_type = PIPE_SHADER_FRAGMENT;
} }

@ -175,8 +175,6 @@ struct vrend_shader_key {
} vs; } vs;
}; };
uint32_t compiled_fs_uid;
uint32_t sampler_views_lower_swizzle_mask; uint32_t sampler_views_lower_swizzle_mask;
uint16_t tex_swizzle[PIPE_MAX_SHADER_SAMPLER_VIEWS]; uint16_t tex_swizzle[PIPE_MAX_SHADER_SAMPLER_VIEWS];

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