Remove dead code
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3edab92ede
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1edc1fa8de
1 changed files with 0 additions and 76 deletions
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@ -62,82 +62,6 @@ static bool check_shader_object_path(const char *path) {
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static void load_shader_object_stage1(ResourceLoadState *st);
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static void load_shader_object_stage1(ResourceLoadState *st);
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static void load_shader_object_stage2(ResourceLoadState *st);
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static void load_shader_object_stage2(ResourceLoadState *st);
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#if 0
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static bool load_shader_source(
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const char *path,
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ShaderSource *out,
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const struct shobj_type *type,
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ShaderLangInfo *transpile_target
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) {
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char backend_macro[32] = "BACKEND_";
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{
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const char *backend_name = r_backend_name();
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char *out = backend_macro + sizeof("BACKEND_") - 1;
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for(const char *in = backend_name; *in;) {
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*out++ = toupper(*in++);
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}
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*out = 0;
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}
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char macro_buf[32];
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char *macro_buf_p = macro_buf;
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switch(type->lang) {
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case SHLANG_GLSL: {
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ShaderMacro macros[16];
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int i = 0;
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#define ADD_MACRO(...) \
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(assert(i < ARRAY_SIZE(macros)), macros[i++] = (GLSLMacro) { __VA_ARGS__ })
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#define ADD_MACRO_DYNAMIC(name, ...) do { \
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attr_unused int remaining = macro_buf_p - macro_buf; \
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int len = snprintf(macro_buf_p, remaining, __VA_ARGS__); \
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assert(len >= 0); \
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ADD_MACRO(name, macro_buf_p); \
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macro_buf_p += len + 1; \
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assert(macro_buf_p < macro_buf + ARRAY_SIZE(macro_buf)); \
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} while(0)
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#define ADD_MACRO_BOOL(name, value) \
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ADD_MACRO(name, (value) ? "1" : "0")
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ADD_MACRO_BOOL(backend_macro, true);
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if(transpile_target) {
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ADD_MACRO_DYNAMIC("LANG_GLSL", "%d", SHLANG_GLSL);
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ADD_MACRO_DYNAMIC("LANG_SPIRV", "%d", SHLANG_SPIRV);
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ADD_MACRO_DYNAMIC("TRANSPILE_TARGET", "%d", transpile_target->lang);
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switch(transpile_target->lang) {
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case SHLANG_GLSL:
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ADD_MACRO_DYNAMIC("TRANSPILE_TARGET_GLSL_VERSION", "%d", transpile_target->glsl.version.version);
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ADD_MACRO_BOOL("TRANSPILE_TARGET_GLSL_ES", transpile_target->glsl.version.profile == GLSL_PROFILE_ES);
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break;
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case SHLANG_SPIRV:
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break;
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default: UNREACHABLE;
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}
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}
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ADD_MACRO(NULL);
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GLSLSourceOptions opts = {
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.version = { 330, GLSL_PROFILE_CORE },
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.stage = type->stage,
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.macros = macros,
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};
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return glsl_load_source(path, out, &opts);
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}
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default: UNREACHABLE;
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}
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}
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#endif
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static void load_shader_object_stage1(ResourceLoadState *st) {
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static void load_shader_object_stage1(ResourceLoadState *st) {
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struct shobj_type *type = get_shobj_type(st->path);
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struct shobj_type *type = get_shobj_type(st->path);
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