Mesa (main): glsl: tidy up link_varyings_and_uniforms()

GitLab Mirror gitlab-mirror at kemper.freedesktop.org
Tue Jun 7 01:39:23 UTC 2022


Module: Mesa
Branch: main
Commit: 4237932685e9ac5198ee9d1dfa74afdb4187b48e
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=4237932685e9ac5198ee9d1dfa74afdb4187b48e

Author: Timothy Arceri <tarceri at itsqueeze.com>
Date:   Mon Jun  6 13:00:35 2022 +1000

glsl: tidy up link_varyings_and_uniforms()

All uniform linking is now done via nir based linker not via this
code so we drop that from its name. We also drop a bunch of unused
parameters.

Reviewed-by: Emma Anholt <emma at anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16880>

---

 src/compiler/glsl/linker.cpp | 10 +++-------
 1 file changed, 3 insertions(+), 7 deletions(-)

diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 6f1ea5b4dec..55023a23394 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -3518,11 +3518,8 @@ disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
 }
 
 static bool
-link_varyings_and_uniforms(unsigned first, unsigned last,
-                           const struct gl_constants *consts,
-                           const struct gl_extensions *exts,
-                           gl_api api,
-                           struct gl_shader_program *prog, void *mem_ctx)
+link_varyings(const struct gl_constants *consts, struct gl_shader_program *prog,
+              void *mem_ctx)
 {
    /* Mark all generic shader inputs and outputs as unpaired. */
    for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
@@ -3922,8 +3919,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 
    store_fragdepth_layout(prog);
 
-   if(!link_varyings_and_uniforms(first, last, consts,
-                                  &ctx->Extensions, ctx->API, prog, mem_ctx))
+   if(!link_varyings(consts, prog, mem_ctx))
       goto done;
 
    /* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both



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