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authorTimothy Arceri <[email protected]>2015-06-15 21:00:47 +1000
committerTimothy Arceri <[email protected]>2015-06-16 20:58:59 +1000
commitda6996485f2ca636218e3d83b53cf6a450bb9b38 (patch)
treefd7e7d821517e6258da747dc4775061f942bf954
parent7d88ab42b9dda825feddbae774a2a48ddf3cbec2 (diff)
Revert "glsl: remove restriction on unsized arrays in GLSL ES 3.10"
This reverts commit adee54f8269c5e9f4fde91d19f0e465afc8f14d8. Further down in the GLSL ES 3.10 spec it say: "If an array is declared as the last member of a shader storage block and the size is not specified at compile-time, it is sized at run-time. In all other cases, arrays are sized only at compile-time." Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
-rw-r--r--src/glsl/ast_to_hir.cpp10
1 files changed, 1 insertions, 9 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index fc24305b244..259e01e0ca4 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -3943,15 +3943,7 @@ ast_declarator_list::hir(exec_list *instructions,
decl->identifier);
}
- /* GLSL ES 3.10 removes the restriction on unsized arrays.
- *
- * Section 4.1.9 (Arrays) of the GLSL ES 3.10 spec says:
- *
- * "Variables of the same type can be aggregated into arrays by
- * declaring a name followed by brackets ([ ]) enclosing an
- * optional size."
- */
- if (state->es_shader && state->language_version < 310) {
+ if (state->es_shader) {
const glsl_type *const t = (earlier == NULL)
? var->type : earlier->type;