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glsl: Remove ADD_VARYING macro
The purpose of the macro was to create the name_as_gs_input from name. The previous commit removed the name_as_gs_input from add_varying, so the macro is unnecessary. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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1 changed files with 12 additions and 15 deletions
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@ -1090,32 +1090,29 @@ builtin_variable_generator::add_varying(int slot, const glsl_type *type,
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void
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builtin_variable_generator::generate_varyings()
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{
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#define ADD_VARYING(loc, type, name) \
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add_varying(loc, type, name)
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/* gl_Position and gl_PointSize are not visible from fragment shaders. */
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if (state->stage != MESA_SHADER_FRAGMENT) {
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ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
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ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
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add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position");
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add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
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}
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if (state->is_version(130, 0)) {
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ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
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add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
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"gl_ClipDistance");
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}
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if (compatibility) {
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ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
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ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
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add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
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add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
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if (state->stage == MESA_SHADER_FRAGMENT) {
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ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
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ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
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add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
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add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
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} else {
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ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
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ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
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ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
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ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
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ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
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add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
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add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
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add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
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add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
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add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
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}
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}
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