glsl: remove unneeded check for incompatible primitive types in GS
The validation of the default in layout qualifier already assures that we won't have 2 ast_gs_input_layout objects with different primitive type values. In fact, the validation already assures that we won't have 2 ast_gs_input_layout objects in the AST tree at all. The check for an error in the shader has been replaced by an assert. Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Signed-off-by: Andres Gomez <agomez@igalia.com>
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@@ -7935,16 +7935,9 @@ ast_gs_input_layout::hir(exec_list *instructions,
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{
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{
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YYLTYPE loc = this->get_location();
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YYLTYPE loc = this->get_location();
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/* If any geometry input layout declaration preceded this one, make sure it
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/* Should have been prevented by the parser. */
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* was consistent with this one.
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assert(!state->gs_input_prim_type_specified
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*/
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|| state->in_qualifier->prim_type == this->prim_type);
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if (state->gs_input_prim_type_specified &&
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state->in_qualifier->prim_type != this->prim_type) {
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_mesa_glsl_error(&loc, state,
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"geometry shader input layout does not match"
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" previous declaration");
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return NULL;
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}
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/* If any shader inputs occurred before this declaration and specified an
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/* If any shader inputs occurred before this declaration and specified an
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* array size, make sure the size they specified is consistent with the
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* array size, make sure the size they specified is consistent with the
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