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