mesa,glsl,gallium: remove GLSLSkipStrictMaxVaryingLimitCheck and dependencies

Not needed with do_dead_builtin_varyings.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Marek Olšák
2013-06-13 13:13:34 +02:00
parent 74edd56927
commit 30c3e8718d
16 changed files with 10 additions and 43 deletions

View File

@@ -1172,34 +1172,18 @@ check_against_varying_limit(struct gl_context *ctx,
if (ctx->API == API_OPENGLES2 || prog->IsES) {
if (varying_vectors > ctx->Const.MaxVarying) {
if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
linker_warning(prog, "shader uses too many varying vectors "
"(%u > %u), but the driver will try to optimize "
"them out; this is non-portable out-of-spec "
"behavior\n",
varying_vectors, ctx->Const.MaxVarying);
} else {
linker_error(prog, "shader uses too many varying vectors "
"(%u > %u)\n",
varying_vectors, ctx->Const.MaxVarying);
return false;
}
linker_error(prog, "shader uses too many varying vectors "
"(%u > %u)\n",
varying_vectors, ctx->Const.MaxVarying);
return false;
}
} else {
const unsigned float_components = varying_vectors * 4;
if (float_components > ctx->Const.MaxVarying * 4) {
if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
linker_warning(prog, "shader uses too many varying components "
"(%u > %u), but the driver will try to optimize "
"them out; this is non-portable out-of-spec "
"behavior\n",
float_components, ctx->Const.MaxVarying * 4);
} else {
linker_error(prog, "shader uses too many varying components "
"(%u > %u)\n",
float_components, ctx->Const.MaxVarying * 4);
return false;
}
linker_error(prog, "shader uses too many varying components "
"(%u > %u)\n",
float_components, ctx->Const.MaxVarying * 4);
return false;
}
}