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>
This commit is contained in:
Ian Romanick 2015-08-26 13:45:52 +01:00
parent bd0245b8b2
commit 13a974f9ae

View file

@ -1090,32 +1090,29 @@ builtin_variable_generator::add_varying(int slot, const glsl_type *type,
void
builtin_variable_generator::generate_varyings()
{
#define ADD_VARYING(loc, type, name) \
add_varying(loc, type, name)
/* gl_Position and gl_PointSize are not visible from fragment shaders. */
if (state->stage != MESA_SHADER_FRAGMENT) {
ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position");
add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
}
if (state->is_version(130, 0)) {
ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
"gl_ClipDistance");
}
if (compatibility) {
ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
if (state->stage == MESA_SHADER_FRAGMENT) {
ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
} else {
ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
}
}