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