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>
This commit is contained in:
Timothy Arceri
2017-04-26 13:56:45 +10:00
parent 52c76dbad3
commit f8a2d00046

View File

@@ -5033,21 +5033,6 @@ ast_declarator_list::hir(exec_list *instructions,
} else if (var->data.mode == ir_var_shader_out) {
const glsl_type *check_type = var->type->without_array();
/* From section 4.3.6 (Output variables) of the GLSL 4.40 spec:
*
* It is a compile-time error to declare a vertex, tessellation
* evaluation, tessellation control, or geometry shader output
* that contains any of the following:
*
* * A Boolean type (bool, bvec2 ...)
* * An opaque type
*/
if (check_type->is_boolean() || check_type->contains_opaque())
_mesa_glsl_error(&loc, state,
"%s shader output cannot have type %s",
_mesa_shader_stage_to_string(state->stage),
check_type->name);
/* From section 4.3.6 (Output variables) of the GLSL 4.40 spec:
*
* It is a compile-time error to declare a fragment shader output