[Mesa-dev] [PATCH 2/2] glsl: remove duplicate validation
Alejandro Piñeiro
apinheiro at igalia.com
Wed Apr 26 06:37:06 UTC 2017
On 26/04/17 05:56, Timothy Arceri wrote:
> Varying types have already been validated in
> apply_type_qualifier_to_variable() by this point.
After taking a look, it is not so evident (at least to me) that the
opaque condition is being tested. In any case, the patch makes sense, so
again, assuming no test regression:
Reviewed-by: Alejandro Piñeiro <apinheiro at igalia.com>
> ---
> src/compiler/glsl/ast_to_hir.cpp | 15 ---------------
> 1 file changed, 15 deletions(-)
>
> diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp
> index 0ae87cb..ef6f6cc 100644
> --- a/src/compiler/glsl/ast_to_hir.cpp
> +++ b/src/compiler/glsl/ast_to_hir.cpp
> @@ -5028,35 +5028,20 @@ ast_declarator_list::hir(exec_list *instructions,
> }
> } else if (state->stage == MESA_SHADER_TESS_CTRL ||
> state->stage == MESA_SHADER_TESS_EVAL) {
> handle_tess_shader_input_decl(state, loc, var);
> }
> } 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
> * that contains any of the following:
> *
> * * A Boolean type (bool, bvec2 ...)
> * * A double-precision scalar or vector (double, dvec2 ...)
> * * An opaque type
> * * Any matrix type
> * * A structure
> */
> if (state->stage == MESA_SHADER_FRAGMENT) {
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