} 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