gl-renderer: Remove useless texture_type enum
This was just a duplicate of shader variants, for historical reasons. Signed-off-by: Daniel Stone <daniels@collabora.com>
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@ -125,18 +125,11 @@ struct yuv_plane_descriptor {
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int plane_index;
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};
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enum texture_type {
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TEXTURE_Y_XUXV_WL,
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TEXTURE_Y_UV_WL,
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TEXTURE_Y_U_V_WL,
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TEXTURE_XYUV_WL
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};
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struct yuv_format_descriptor {
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uint32_t format;
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int input_planes;
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int output_planes;
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enum texture_type texture_type;
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enum gl_shader_texture_variant shader_variant;
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struct yuv_plane_descriptor plane[4];
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};
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@ -2298,7 +2291,7 @@ struct yuv_format_descriptor yuv_formats[] = {
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.format = DRM_FORMAT_YUYV,
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.input_planes = 1,
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.output_planes = 2,
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.texture_type = TEXTURE_Y_XUXV_WL,
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.shader_variant = SHADER_VARIANT_Y_XUXV,
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{{
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.width_divisor = 1,
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.height_divisor = 1,
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@ -2314,7 +2307,7 @@ struct yuv_format_descriptor yuv_formats[] = {
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.format = DRM_FORMAT_NV12,
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.input_planes = 2,
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.output_planes = 2,
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.texture_type = TEXTURE_Y_UV_WL,
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.shader_variant = SHADER_VARIANT_Y_UV,
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{{
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.width_divisor = 1,
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.height_divisor = 1,
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@ -2330,7 +2323,7 @@ struct yuv_format_descriptor yuv_formats[] = {
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.format = DRM_FORMAT_YUV420,
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.input_planes = 3,
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.output_planes = 3,
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.texture_type = TEXTURE_Y_U_V_WL,
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.shader_variant = SHADER_VARIANT_Y_U_V,
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{{
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.width_divisor = 1,
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.height_divisor = 1,
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@ -2351,7 +2344,7 @@ struct yuv_format_descriptor yuv_formats[] = {
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.format = DRM_FORMAT_YUV444,
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.input_planes = 3,
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.output_planes = 3,
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.texture_type = TEXTURE_Y_U_V_WL,
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.shader_variant = SHADER_VARIANT_Y_U_V,
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{{
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.width_divisor = 1,
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.height_divisor = 1,
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@ -2372,7 +2365,7 @@ struct yuv_format_descriptor yuv_formats[] = {
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.format = DRM_FORMAT_XYUV8888,
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.input_planes = 1,
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.output_planes = 1,
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.texture_type = TEXTURE_XYUV_WL,
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.shader_variant = SHADER_VARIANT_XYUV,
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{{
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.width_divisor = 1,
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.height_divisor = 1,
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@ -2458,23 +2451,7 @@ import_yuv_dmabuf(struct gl_renderer *gr, struct gl_buffer_state *gb,
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}
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gb->num_images = format->output_planes;
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switch (format->texture_type) {
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case TEXTURE_Y_XUXV_WL:
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gb->shader_variant = SHADER_VARIANT_Y_XUXV;
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break;
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case TEXTURE_Y_UV_WL:
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gb->shader_variant = SHADER_VARIANT_Y_UV;
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break;
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case TEXTURE_Y_U_V_WL:
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gb->shader_variant = SHADER_VARIANT_Y_U_V;
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break;
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case TEXTURE_XYUV_WL:
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gb->shader_variant = SHADER_VARIANT_XYUV;
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break;
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default:
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assert(false);
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}
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gb->shader_variant = format->shader_variant;
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target = gl_shader_texture_variant_get_target(gb->shader_variant);
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ensure_textures(gb, target, gb->num_images);
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