[Mesa-dev] [PATCH 14/17] glsl: Remove ADD_VARYING macro

Ilia Mirkin imirkin at alum.mit.edu
Wed Aug 26 10:30:05 PDT 2015


Reviewed-by: Ilia Mirkin <imirkin at alum.mit.edu>

On Wed, Aug 26, 2015 at 1:20 PM, Ian Romanick <idr at freedesktop.org> wrote:
> From: Ian Romanick <ian.d.romanick at intel.com>
>
> 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 at intel.com>
> ---
>  src/glsl/builtin_variables.cpp | 27 ++++++++++++---------------
>  1 file changed, 12 insertions(+), 15 deletions(-)
>
> diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
> index 30faaa4..2628434 100644
> --- a/src/glsl/builtin_variables.cpp
> +++ b/src/glsl/builtin_variables.cpp
> @@ -1085,32 +1085,29 @@ 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");
>        }
>     }
>
> --
> 2.1.0
>
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