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authorIan Romanick <ian.d.romanick@intel.com>2015-08-26 13:45:52 +0100
committerIan Romanick <ian.d.romanick@intel.com>2015-09-09 19:15:15 -0700
commit13a974f9aea03a538c2a67417b5bee8bc732cca2 (patch)
tree3468b78753cca59083b0c734709d869a8ce9ff7a /src/glsl/builtin_variables.cpp
parentbd0245b8b2fba3852178d635f4e9602845ea6dd3 (diff)
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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>
Diffstat (limited to 'src/glsl/builtin_variables.cpp')
-rw-r--r--src/glsl/builtin_variables.cpp27
1 files changed, 12 insertions, 15 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
index 560155a..cf1be03 100644
--- a/src/glsl/builtin_variables.cpp
+++ b/src/glsl/builtin_variables.cpp
@@ -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");
}
}