glsl: remove unused fields in gl_shader
Signed-off-by: Qiang Yu <yuq825@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30610>
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@@ -1996,7 +1996,6 @@ set_shader_inout_layout(struct gl_shader *shader,
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}
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break;
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case MESA_SHADER_TESS_EVAL:
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shader->OES_tessellation_point_size_enable = state->OES_tessellation_point_size_enable || state->EXT_tessellation_point_size_enable;
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shader->info.TessEval._PrimitiveMode = TESS_PRIMITIVE_UNSPECIFIED;
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if (state->in_qualifier->flags.q.prim_type) {
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switch (state->in_qualifier->prim_type) {
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@@ -2025,7 +2024,6 @@ set_shader_inout_layout(struct gl_shader *shader,
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shader->info.TessEval.PointMode = state->in_qualifier->point_mode;
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break;
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case MESA_SHADER_GEOMETRY:
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shader->OES_geometry_point_size_enable = state->OES_geometry_point_size_enable || state->EXT_geometry_point_size_enable;
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shader->info.Geom.VerticesOut = -1;
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if (state->out_qualifier->flags.q.max_vertices) {
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unsigned qual_max_vertices;
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@@ -188,8 +188,6 @@ struct gl_shader
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bool EarlyFragmentTests;
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bool ARB_fragment_coord_conventions_enable;
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bool OES_geometry_point_size_enable;
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bool OES_tessellation_point_size_enable;
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bool redeclares_gl_fragcoord;
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bool uses_gl_fragcoord;
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