From: Timothy Arceri Date: Wed, 26 Apr 2017 03:56:45 +0000 (+1000) Subject: glsl: remove duplicate validation X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=f8a2d000460854b825a84550c6068c7d123edff9;p=mesa.git glsl: remove duplicate validation Varying types have already been validated in apply_type_qualifier_to_variable() by this point. Reviewed-by: Alejandro PiƱeiro Reviewed-by: Samuel Pitoiset --- diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp index 0ae87cb93ea..ef6f6cc08d2 100644 --- a/src/compiler/glsl/ast_to_hir.cpp +++ b/src/compiler/glsl/ast_to_hir.cpp @@ -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