glsl: use bool literals instead of integers
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12674>
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@@ -3970,9 +3970,9 @@ apply_layout_qualifier_to_variable(const struct ast_type_qualifier *qual,
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_mesa_glsl_error(loc, state, "gl_Layer redeclaration with "
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"different viewport_relative setting than earlier");
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}
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state->redeclares_gl_layer = 1;
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state->redeclares_gl_layer = true;
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if (qual->flags.q.viewport_relative) {
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state->layer_viewport_relative = 1;
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state->layer_viewport_relative = true;
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}
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} else if (qual->flags.q.viewport_relative) {
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_mesa_glsl_error(loc, state,
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@@ -2173,7 +2173,7 @@ varying_matches::store_locations() const
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/* Check is location needs to be packed with lower_packed_varyings() or if
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* we can just use ARB_enhanced_layouts packing.
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*/
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bool pack_loc[MAX_VARYINGS_INCL_PATCH] = { 0 };
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bool pack_loc[MAX_VARYINGS_INCL_PATCH] = {};
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const glsl_type *loc_type[MAX_VARYINGS_INCL_PATCH][4] = { {NULL, NULL} };
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for (unsigned i = 0; i < this->num_matches; i++) {
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@@ -527,7 +527,7 @@ lower_fragdata_array(struct gl_linked_shader *shader)
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varying_info_visitor info(ir_var_shader_out, true);
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info.get(shader->ir, 0, NULL);
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replace_varyings_visitor(shader, &info, 0, 0, 0);
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replace_varyings_visitor(shader, &info, 0, 0, false);
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}
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