diff options
author | Marek Olšák <[email protected]> | 2013-06-13 13:13:34 +0200 |
---|---|---|
committer | Marek Olšák <[email protected]> | 2013-07-02 17:02:14 +0200 |
commit | 30c3e8718d8c89dedbf697e1340941d7712e5c41 (patch) | |
tree | 563bf6e7b10176fad68fff23e1f78575bd566c5d /src/glsl/link_varyings.cpp | |
parent | 74edd56927801e8c646c7d5cddba397c2f54b4ef (diff) |
mesa,glsl,gallium: remove GLSLSkipStrictMaxVaryingLimitCheck and dependencies
Not needed with do_dead_builtin_varyings.
Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl/link_varyings.cpp')
-rw-r--r-- | src/glsl/link_varyings.cpp | 32 |
1 files changed, 8 insertions, 24 deletions
diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp index 5abc61293ae..51cbdaa0e6e 100644 --- a/src/glsl/link_varyings.cpp +++ b/src/glsl/link_varyings.cpp @@ -1172,34 +1172,18 @@ check_against_varying_limit(struct gl_context *ctx, if (ctx->API == API_OPENGLES2 || prog->IsES) { if (varying_vectors > ctx->Const.MaxVarying) { - if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) { - linker_warning(prog, "shader uses too many varying vectors " - "(%u > %u), but the driver will try to optimize " - "them out; this is non-portable out-of-spec " - "behavior\n", - varying_vectors, ctx->Const.MaxVarying); - } else { - linker_error(prog, "shader uses too many varying vectors " - "(%u > %u)\n", - varying_vectors, ctx->Const.MaxVarying); - return false; - } + linker_error(prog, "shader uses too many varying vectors " + "(%u > %u)\n", + varying_vectors, ctx->Const.MaxVarying); + return false; } } else { const unsigned float_components = varying_vectors * 4; if (float_components > ctx->Const.MaxVarying * 4) { - if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) { - linker_warning(prog, "shader uses too many varying components " - "(%u > %u), but the driver will try to optimize " - "them out; this is non-portable out-of-spec " - "behavior\n", - float_components, ctx->Const.MaxVarying * 4); - } else { - linker_error(prog, "shader uses too many varying components " - "(%u > %u)\n", - float_components, ctx->Const.MaxVarying * 4); - return false; - } + linker_error(prog, "shader uses too many varying components " + "(%u > %u)\n", + float_components, ctx->Const.MaxVarying * 4); + return false; } } |