glsl: remove duplicate validation
authorTimothy Arceri <tarceri@itsqueeze.com>
Wed, 26 Apr 2017 03:56:45 +0000 (13:56 +1000)
committerTimothy Arceri <tarceri@itsqueeze.com>
Wed, 26 Apr 2017 22:21:28 +0000 (08:21 +1000)
Varying types have already been validated in
apply_type_qualifier_to_variable() by this point.

Reviewed-by: Alejandro PiƱeiro <apinheiro@igalia.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
src/compiler/glsl/ast_to_hir.cpp

index 0ae87cb93ea97f86f83aa123dce04b71958b8955..ef6f6cc08d2080cb35a40ff0f1452ff4a6c4ffde 100644 (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