glsl: remove now unused InterpQualifier

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Timothy Arceri
2016-10-20 09:55:11 +11:00
parent c596f47b80
commit aa881e4dc0
2 changed files with 2 additions and 12 deletions

View File

@@ -26,8 +26,8 @@
* *
* Sets the InputsRead and OutputsWritten of Mesa programs. * Sets the InputsRead and OutputsWritten of Mesa programs.
* *
* Additionally, for fragment shaders, sets the InterpQualifier array, and the * Additionally, for fragment shaders, sets the IsCentroid and IsSample
* IsCentroid and IsSample bitfields. * bitfields.
* *
* Mesa programs (gl_program, not gl_shader_program) have a set of * Mesa programs (gl_program, not gl_shader_program) have a set of
* flags indicating which varyings are read and written. Computing * flags indicating which varyings are read and written. Computing
@@ -125,8 +125,6 @@ mark(struct gl_program *prog, ir_variable *var, int offset, int len,
if (stage == MESA_SHADER_FRAGMENT) { if (stage == MESA_SHADER_FRAGMENT) {
gl_fragment_program *fprog = (gl_fragment_program *) prog; gl_fragment_program *fprog = (gl_fragment_program *) prog;
fprog->InterpQualifier[idx] =
(glsl_interp_mode) var->data.interpolation;
if (var->data.centroid) if (var->data.centroid)
fprog->IsCentroid |= bitfield; fprog->IsCentroid |= bitfield;
if (var->data.sample) if (var->data.sample)
@@ -445,7 +443,6 @@ do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
prog->SystemValuesRead = 0; prog->SystemValuesRead = 0;
if (shader_stage == MESA_SHADER_FRAGMENT) { if (shader_stage == MESA_SHADER_FRAGMENT) {
gl_fragment_program *fprog = (gl_fragment_program *) prog; gl_fragment_program *fprog = (gl_fragment_program *) prog;
memset(fprog->InterpQualifier, 0, sizeof(fprog->InterpQualifier));
fprog->IsCentroid = 0; fprog->IsCentroid = 0;
fprog->IsSample = 0; fprog->IsSample = 0;
fprog->UsesKill = false; fprog->UsesKill = false;

View File

@@ -2004,13 +2004,6 @@ struct gl_fragment_program
GLboolean PixelCenterInteger; GLboolean PixelCenterInteger;
enum gl_frag_depth_layout FragDepthLayout; enum gl_frag_depth_layout FragDepthLayout;
/**
* GLSL interpolation qualifier associated with each fragment shader input.
* For inputs that do not have an interpolation qualifier specified in
* GLSL, the value is INTERP_MODE_NONE.
*/
enum glsl_interp_mode InterpQualifier[VARYING_SLOT_MAX];
/** /**
* Bitfield indicating, for each fragment shader input, 1 if that input * Bitfield indicating, for each fragment shader input, 1 if that input
* uses centroid interpolation, 0 otherwise. Unused inputs are 0. * uses centroid interpolation, 0 otherwise. Unused inputs are 0.