glsl: drop link_invalidate_variable_locations()

All this code does is reinitialise the values to what the original
ir_variable() call already set them too. This code is very old dating
to the initial glsl compiler support, it has probably been unrequired
for a long time now.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22846>
This commit is contained in:
Timothy Arceri
2023-06-21 13:26:10 +10:00
committed by Marge Bot
parent ee68c633e9
commit e8c2c59372

View File

@@ -481,28 +481,6 @@ linker_warning(gl_shader_program *prog, const char *fmt, ...)
}
void
link_invalidate_variable_locations(exec_list *ir)
{
foreach_in_list(ir_instruction, node, ir) {
ir_variable *const var = node->as_variable();
if (var == NULL)
continue;
/* Only assign locations for variables that lack an explicit location.
* Explicit locations are set for all built-in variables, generic vertex
* shader inputs (via layout(location=...)), and generic fragment shader
* outputs (also via layout(location=...)).
*/
if (!var->data.explicit_location) {
var->data.location = -1;
var->data.location_frac = 0;
}
}
}
/**
* Set clip_distance_array_size based and cull_distance_array_size on the given
* shader.
@@ -3788,13 +3766,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
store_fragdepth_layout(prog);
/* Mark all generic shader inputs and outputs as unpaired. */
for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
if (prog->_LinkedShaders[i] != NULL) {
link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
}
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;