piet-gpu/shader: delete unused is_fill from elements.comp

Delete debug code as well.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur 2020-10-14 10:43:16 +02:00
parent 61810b1bff
commit bc01180519

View file

@ -94,7 +94,7 @@ State combine_state(State a, State b) {
return c;
}
State map_element(ElementRef ref, inout bool is_fill) {
State map_element(ElementRef ref) {
// TODO: it would *probably* be more efficient to make the memory read patterns less
// divergent, though it would be more wasted memory.
uint tag = Element_tag(ref);
@ -106,7 +106,6 @@ State map_element(ElementRef ref, inout bool is_fill) {
c.flags = 0;
c.path_count = 0;
c.pathseg_count = 0;
is_fill = false;
switch (tag) {
case Element_FillLine:
case Element_StrokeLine:
@ -132,8 +131,6 @@ State map_element(ElementRef ref, inout bool is_fill) {
case Element_Fill:
case Element_FillMask:
case Element_FillMaskInv:
is_fill = true;
// fall-through
case Element_Stroke:
c.flags = FLAG_RESET_BBOX;
c.path_count = 1;
@ -185,12 +182,11 @@ void main() {
uint ix = part_ix * PARTITION_SIZE + gl_LocalInvocationID.x * N_ROWS;
ElementRef ref = ElementRef(ix * Element_size);
bool is_fill;
th_state[0] = map_element(ref, is_fill);
th_state[0] = map_element(ref);
for (uint i = 1; i < N_ROWS; i++) {
// discussion question: would it be faster to load using more coherent patterns
// into thread memory? This is kinda strided.
th_state[i] = combine_state(th_state[i - 1], map_element(Element_index(ref, i), is_fill));
th_state[i] = combine_state(th_state[i - 1], map_element(Element_index(ref, i)));
}
State agg = th_state[N_ROWS - 1];
sh_mat[gl_LocalInvocationID.x] = agg.mat;