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@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16880>
This commit is contained in:
Timothy Arceri
2022-06-06 13:00:35 +10:00
committed by Marge Bot
parent f00be793e4
commit 4237932685

View File

@@ -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