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glsl: Rename link_fs_input_layout_qualifiers to "inout".
We're going to handle output qualifiers here too, and calling it "inout" seems to be the going convention. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
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@ -1871,7 +1871,7 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
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* and propagates them to the linked FS and linked shader program.
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* and propagates them to the linked FS and linked shader program.
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*/
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*/
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static void
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static void
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link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
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link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
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struct gl_linked_shader *linked_shader,
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struct gl_linked_shader *linked_shader,
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struct gl_shader **shader_list,
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struct gl_shader **shader_list,
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unsigned num_shaders)
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unsigned num_shaders)
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@ -2217,7 +2217,7 @@ link_intrastage_shaders(void *mem_ctx,
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linked->ir = new(linked) exec_list;
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linked->ir = new(linked) exec_list;
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clone_ir_list(mem_ctx, linked->ir, main->ir);
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clone_ir_list(mem_ctx, linked->ir, main->ir);
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link_fs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
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link_fs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
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link_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
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link_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
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link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
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link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
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link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
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link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
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