mesa,glsl,gallium: remove GLSLSkipStrictMaxVaryingLimitCheck and dependencies
Not needed with do_dead_builtin_varyings. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -1172,34 +1172,18 @@ check_against_varying_limit(struct gl_context *ctx,
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if (ctx->API == API_OPENGLES2 || prog->IsES) {
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if (varying_vectors > ctx->Const.MaxVarying) {
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if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
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linker_warning(prog, "shader uses too many varying vectors "
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"(%u > %u), but the driver will try to optimize "
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"them out; this is non-portable out-of-spec "
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"behavior\n",
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varying_vectors, ctx->Const.MaxVarying);
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} else {
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linker_error(prog, "shader uses too many varying vectors "
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"(%u > %u)\n",
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varying_vectors, ctx->Const.MaxVarying);
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return false;
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}
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linker_error(prog, "shader uses too many varying vectors "
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"(%u > %u)\n",
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varying_vectors, ctx->Const.MaxVarying);
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return false;
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}
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} else {
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const unsigned float_components = varying_vectors * 4;
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if (float_components > ctx->Const.MaxVarying * 4) {
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if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
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linker_warning(prog, "shader uses too many varying components "
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"(%u > %u), but the driver will try to optimize "
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"them out; this is non-portable out-of-spec "
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"behavior\n",
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float_components, ctx->Const.MaxVarying * 4);
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} else {
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linker_error(prog, "shader uses too many varying components "
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"(%u > %u)\n",
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float_components, ctx->Const.MaxVarying * 4);
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return false;
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}
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linker_error(prog, "shader uses too many varying components "
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"(%u > %u)\n",
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float_components, ctx->Const.MaxVarying * 4);
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return false;
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}
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}
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