From c6311166447872cc8f37e57b2f3ef102eab42472 Mon Sep 17 00:00:00 2001 From: Qiang Yu Date: Wed, 31 Jul 2024 15:25:56 +0800 Subject: [PATCH] glsl: remove unused builtin function macros Signed-off-by: Qiang Yu Part-of: --- src/compiler/glsl/builtin_functions.cpp | 133 ------------------------ 1 file changed, 133 deletions(-) diff --git a/src/compiler/glsl/builtin_functions.cpp b/src/compiler/glsl/builtin_functions.cpp index 5b80010b7f9..c4ed2f73229 100644 --- a/src/compiler/glsl/builtin_functions.cpp +++ b/src/compiler/glsl/builtin_functions.cpp @@ -1825,18 +1825,6 @@ builtin_builder::create_builtins() _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); -#define FD(NAME) \ - add_function(#NAME, \ - _##NAME(always_available, &glsl_type_builtin_float), \ - _##NAME(always_available, &glsl_type_builtin_vec2), \ - _##NAME(always_available, &glsl_type_builtin_vec3), \ - _##NAME(always_available, &glsl_type_builtin_vec4), \ - _##NAME(fp64, &glsl_type_builtin_double), \ - _##NAME(fp64, &glsl_type_builtin_dvec2), \ - _##NAME(fp64, &glsl_type_builtin_dvec3), \ - _##NAME(fp64, &glsl_type_builtin_dvec4), \ - NULL); - #define FDHF(NAME) \ add_function(#NAME, \ _##NAME(always_available, &glsl_type_builtin_float), \ @@ -1853,18 +1841,6 @@ builtin_builder::create_builtins() _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); -#define FD130(NAME) \ - add_function(#NAME, \ - _##NAME(v130, &glsl_type_builtin_float), \ - _##NAME(v130, &glsl_type_builtin_vec2), \ - _##NAME(v130, &glsl_type_builtin_vec3), \ - _##NAME(v130, &glsl_type_builtin_vec4), \ - _##NAME(fp64, &glsl_type_builtin_double), \ - _##NAME(fp64, &glsl_type_builtin_dvec2), \ - _##NAME(fp64, &glsl_type_builtin_dvec3), \ - _##NAME(fp64, &glsl_type_builtin_dvec4), \ - NULL); - #define FDHF130(NAME) \ add_function(#NAME, \ _##NAME(v130, &glsl_type_builtin_float), \ @@ -1897,30 +1873,6 @@ builtin_builder::create_builtins() _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); -#define FD130GS4(NAME) \ - add_function(#NAME, \ - _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_float), \ - _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_vec2), \ - _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_vec3), \ - _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_vec4), \ - _##NAME(fp64, &glsl_type_builtin_double), \ - _##NAME(fp64, &glsl_type_builtin_dvec2), \ - _##NAME(fp64, &glsl_type_builtin_dvec3), \ - _##NAME(fp64, &glsl_type_builtin_dvec4), \ - NULL); - -#define FDGS5(NAME) \ - add_function(#NAME, \ - _##NAME(gpu_shader5_es, &glsl_type_builtin_float), \ - _##NAME(gpu_shader5_es, &glsl_type_builtin_vec2), \ - _##NAME(gpu_shader5_es, &glsl_type_builtin_vec3), \ - _##NAME(gpu_shader5_es, &glsl_type_builtin_vec4), \ - _##NAME(fp64, &glsl_type_builtin_double), \ - _##NAME(fp64, &glsl_type_builtin_dvec2), \ - _##NAME(fp64, &glsl_type_builtin_dvec3), \ - _##NAME(fp64, &glsl_type_builtin_dvec4), \ - NULL); - #define FDHFGS5(NAME) \ add_function(#NAME, \ _##NAME(gpu_shader5_es, &glsl_type_builtin_float), \ @@ -1937,38 +1889,6 @@ builtin_builder::create_builtins() _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); -#define FI(NAME) \ - add_function(#NAME, \ - _##NAME(&glsl_type_builtin_float), \ - _##NAME(&glsl_type_builtin_vec2), \ - _##NAME(&glsl_type_builtin_vec3), \ - _##NAME(&glsl_type_builtin_vec4), \ - _##NAME(&glsl_type_builtin_int), \ - _##NAME(&glsl_type_builtin_ivec2), \ - _##NAME(&glsl_type_builtin_ivec3), \ - _##NAME(&glsl_type_builtin_ivec4), \ - NULL); - -#define FI64(NAME) \ - add_function(#NAME, \ - _##NAME(always_available, &glsl_type_builtin_float), \ - _##NAME(always_available, &glsl_type_builtin_vec2), \ - _##NAME(always_available, &glsl_type_builtin_vec3), \ - _##NAME(always_available, &glsl_type_builtin_vec4), \ - _##NAME(always_available, &glsl_type_builtin_int), \ - _##NAME(always_available, &glsl_type_builtin_ivec2), \ - _##NAME(always_available, &glsl_type_builtin_ivec3), \ - _##NAME(always_available, &glsl_type_builtin_ivec4), \ - _##NAME(fp64, &glsl_type_builtin_double), \ - _##NAME(fp64, &glsl_type_builtin_dvec2), \ - _##NAME(fp64, &glsl_type_builtin_dvec3), \ - _##NAME(fp64, &glsl_type_builtin_dvec4), \ - _##NAME(int64_avail, &glsl_type_builtin_int64_t), \ - _##NAME(int64_avail, &glsl_type_builtin_i64vec2), \ - _##NAME(int64_avail, &glsl_type_builtin_i64vec3), \ - _##NAME(int64_avail, &glsl_type_builtin_i64vec4), \ - NULL); - #define FI64HF(NAME) \ add_function(#NAME, \ _##NAME(always_available, &glsl_type_builtin_float), \ @@ -2069,59 +1989,6 @@ builtin_builder::create_builtins() _##NAME(gpu_shader_half_float, &glsl_type_builtin_f16vec4), \ NULL); -#define FIUD2_MIXED(NAME) \ - add_function(#NAME, \ - _##NAME(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float), \ - _##NAME(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_float), \ - _##NAME(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_float), \ - _##NAME(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_float), \ - \ - _##NAME(always_available, &glsl_type_builtin_vec2, &glsl_type_builtin_vec2), \ - _##NAME(always_available, &glsl_type_builtin_vec3, &glsl_type_builtin_vec3), \ - _##NAME(always_available, &glsl_type_builtin_vec4, &glsl_type_builtin_vec4), \ - \ - _##NAME(always_available, &glsl_type_builtin_int, &glsl_type_builtin_int), \ - _##NAME(always_available, &glsl_type_builtin_ivec2, &glsl_type_builtin_int), \ - _##NAME(always_available, &glsl_type_builtin_ivec3, &glsl_type_builtin_int), \ - _##NAME(always_available, &glsl_type_builtin_ivec4, &glsl_type_builtin_int), \ - \ - _##NAME(always_available, &glsl_type_builtin_ivec2, &glsl_type_builtin_ivec2), \ - _##NAME(always_available, &glsl_type_builtin_ivec3, &glsl_type_builtin_ivec3), \ - _##NAME(always_available, &glsl_type_builtin_ivec4, &glsl_type_builtin_ivec4), \ - \ - _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uint, &glsl_type_builtin_uint), \ - _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2, &glsl_type_builtin_uint), \ - _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3, &glsl_type_builtin_uint), \ - _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4, &glsl_type_builtin_uint), \ - \ - _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec2, &glsl_type_builtin_uvec2), \ - _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec3, &glsl_type_builtin_uvec3), \ - _##NAME(v130_or_gpu_shader4, &glsl_type_builtin_uvec4, &glsl_type_builtin_uvec4), \ - \ - _##NAME(fp64, &glsl_type_builtin_double, &glsl_type_builtin_double), \ - _##NAME(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_double), \ - _##NAME(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_double), \ - _##NAME(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_double), \ - _##NAME(fp64, &glsl_type_builtin_dvec2, &glsl_type_builtin_dvec2), \ - _##NAME(fp64, &glsl_type_builtin_dvec3, &glsl_type_builtin_dvec3), \ - _##NAME(fp64, &glsl_type_builtin_dvec4, &glsl_type_builtin_dvec4), \ - \ - _##NAME(int64_avail, &glsl_type_builtin_int64_t, &glsl_type_builtin_int64_t), \ - _##NAME(int64_avail, &glsl_type_builtin_i64vec2, &glsl_type_builtin_int64_t), \ - _##NAME(int64_avail, &glsl_type_builtin_i64vec3, &glsl_type_builtin_int64_t), \ - _##NAME(int64_avail, &glsl_type_builtin_i64vec4, &glsl_type_builtin_int64_t), \ - _##NAME(int64_avail, &glsl_type_builtin_i64vec2, &glsl_type_builtin_i64vec2), \ - _##NAME(int64_avail, &glsl_type_builtin_i64vec3, &glsl_type_builtin_i64vec3), \ - _##NAME(int64_avail, &glsl_type_builtin_i64vec4, &glsl_type_builtin_i64vec4), \ - _##NAME(int64_avail, &glsl_type_builtin_uint64_t, &glsl_type_builtin_uint64_t), \ - _##NAME(int64_avail, &glsl_type_builtin_u64vec2, &glsl_type_builtin_uint64_t), \ - _##NAME(int64_avail, &glsl_type_builtin_u64vec3, &glsl_type_builtin_uint64_t), \ - _##NAME(int64_avail, &glsl_type_builtin_u64vec4, &glsl_type_builtin_uint64_t), \ - _##NAME(int64_avail, &glsl_type_builtin_u64vec2, &glsl_type_builtin_u64vec2), \ - _##NAME(int64_avail, &glsl_type_builtin_u64vec3, &glsl_type_builtin_u64vec3), \ - _##NAME(int64_avail, &glsl_type_builtin_u64vec4, &glsl_type_builtin_u64vec4), \ - NULL); - #define FIUDHF2_MIXED(NAME) \ add_function(#NAME, \ _##NAME(always_available, &glsl_type_builtin_float, &glsl_type_builtin_float), \