glsl: remove duplicate validation
Varying types have already been validated in apply_type_qualifier_to_variable() by this point. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
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@@ -5033,21 +5033,6 @@ ast_declarator_list::hir(exec_list *instructions,
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} else if (var->data.mode == ir_var_shader_out) {
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const glsl_type *check_type = var->type->without_array();
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/* From section 4.3.6 (Output variables) of the GLSL 4.40 spec:
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*
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* It is a compile-time error to declare a vertex, tessellation
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* evaluation, tessellation control, or geometry shader output
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* that contains any of the following:
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*
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* * A Boolean type (bool, bvec2 ...)
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* * An opaque type
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*/
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if (check_type->is_boolean() || check_type->contains_opaque())
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_mesa_glsl_error(&loc, state,
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"%s shader output cannot have type %s",
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_mesa_shader_stage_to_string(state->stage),
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check_type->name);
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/* From section 4.3.6 (Output variables) of the GLSL 4.40 spec:
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*
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* It is a compile-time error to declare a fragment shader output
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