diff --git a/OAT.xml b/OAT.xml
index 1ae8aad29ce25aebdcc7b8f26a647f4cfab43ea7..ec686c79aac6a5170767f357c946d7a422283f88 100644
--- a/OAT.xml
+++ b/OAT.xml
@@ -87,7 +87,7 @@ Note:If the text contains special characters, please escape them according to th
-
+
diff --git a/dependency_inputs.gni b/dependency_inputs.gni
index e6c8f63f396fef156c3c777056e86e816248bde1..4ae09dc436fb3a9baa45eda180c9a26e79740e46 100644
--- a/dependency_inputs.gni
+++ b/dependency_inputs.gni
@@ -1534,10 +1534,8 @@ declare_args() {
"./src/etnaviv/drm-shim/meson.build",
"./src/etnaviv/hwdb/etna_hwdb.h",
"./src/etnaviv/hwdb/hwdb.h.py",
- "./src/etnaviv/hwdb/st/gc_feature_database.h",
"./src/etnaviv/hwdb/etna_hwdb.c",
"./src/etnaviv/hwdb/meson.build",
- "./src/etnaviv/hwdb/nxp/gc_feature_database.h",
"./src/etnaviv/common/etna_core_info.h",
"./src/etnaviv/common/meson.build",
"./src/etnaviv/common/scripts/parse_huffman.py",
diff --git a/src/compiler/glsl/bc1.glsl b/src/compiler/glsl/bc1.glsl
index 251635d7b69e8be161675e437e33c79aafacaced..089e285c69e8e34da573a20b3c20a13477b7c2b3 100644
--- a/src/compiler/glsl/bc1.glsl
+++ b/src/compiler/glsl/bc1.glsl
@@ -57,25 +57,6 @@ float3 rgb565to888( float rgb565 )
retVal.x = floor( rgb565 / 2048.0f );
retVal.y = floor( mod( rgb565, 2048.0f ) / 32.0f );
retVal.z = floor( mod( rgb565, 32.0f ) );
-
- // This is the correct 565 to 888 conversion:
- // rgb = floor( rgb * ( 255.0f / float3( 31.0f, 63.0f, 31.0f ) ) + 0.5f )
- //
- // However stb_dxt follows a different one:
- // rb = floor( rb * ( 256 / 32 + 8 / 32 ) );
- // g = floor( g * ( 256 / 64 + 4 / 64 ) );
- //
- // I'm not sure exactly why but it's possible this is how the S3TC specifies it should be decoded
- // It's quite possible this is the reason:
- // http://www.ludicon.com/castano/blog/2009/03/gpu-dxt-decompression/
- //
- // Or maybe it's just because it's cheap to do with integer shifts.
- // Anyway, we follow stb_dxt's conversion just in case
- // (gives almost the same result, with 1 or -1 of difference for a very few values)
- //
- // Perhaps when we make 888 -> 565 -> 888 it doesn't matter
- // because they end up mapping to the original number
-
return floor( retVal * float3( 8.25f, 4.0625f, 8.25f ) );
}
@@ -219,15 +200,6 @@ uint MatchColorsBlock( const uint srcPixelsBlock[16], float3 colour[4] )
for( int i = 0; i < 4; ++i )
stops[i] = dot( colour[i], dir );
-
- // think of the colors as arranged on a line; project point onto that line, then choose
- // next color out of available ones. we compute the crossover points for "best color in top
- // half"/"best in bottom half" and then the same inside that subinterval.
- //
- // relying on this 1d approximation isn't always optimal in terms of euclidean distance,
- // but it's very close and a lot faster.
- // http://cbloomrants.blogspot.com/2008/12/12-08-08-dxtc-summary.html
-
float c0Point = trunc( ( stops[1] + stops[3] ) * 0.5f );
float halfPoint = trunc( ( stops[3] + stops[2] ) * 0.5f );
float c3Point = trunc( ( stops[2] + stops[0] ) * 0.5f );
diff --git a/src/compiler/glsl/bc4.glsl b/src/compiler/glsl/bc4.glsl
index 2486fa4ae0c84427c5252f070601e3a695f3e612..85ad0314466d525d58bdef0ad16bc4ec2b25ab64 100644
--- a/src/compiler/glsl/bc4.glsl
+++ b/src/compiler/glsl/bc4.glsl
@@ -101,9 +101,6 @@ void main()
maxVal = max( g_minMaxValues[minMaxIdxBase + i].y, maxVal );
}
- // determine bias and emit color indices
- // given the choice of maxVal/minVal, these indices are optimal:
- // http://fgiesen.wordpress.com/2009/12/15/dxt5-alpha-block-index-determination/
float dist = maxVal - minVal;
float dist4 = dist * 4.0f;
float dist2 = dist * 2.0f;