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The check for an error in the shader has been replaced by an assert.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>
This commit is contained in:
Andres Gomez
2016-11-11 21:03:02 +02:00
parent 0ecfff0d08
commit a5d6ae2f51

View File

@@ -7935,16 +7935,9 @@ ast_gs_input_layout::hir(exec_list *instructions,
{
YYLTYPE loc = this->get_location();
/* If any geometry input layout declaration preceded this one, make sure it
* was consistent with this one.
*/
if (state->gs_input_prim_type_specified &&
state->in_qualifier->prim_type != this->prim_type) {
_mesa_glsl_error(&loc, state,
"geometry shader input layout does not match"
" previous declaration");
return NULL;
}
/* Should have been prevented by the parser. */
assert(!state->gs_input_prim_type_specified
|| state->in_qualifier->prim_type == this->prim_type);
/* If any shader inputs occurred before this declaration and specified an
* array size, make sure the size they specified is consistent with the