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authorMarek Olšák <[email protected]>2013-06-13 13:13:34 +0200
committerMarek Olšák <[email protected]>2013-07-02 17:02:14 +0200
commit30c3e8718d8c89dedbf697e1340941d7712e5c41 (patch)
tree563bf6e7b10176fad68fff23e1f78575bd566c5d /src/glsl
parent74edd56927801e8c646c7d5cddba397c2f54b4ef (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')
-rw-r--r--src/glsl/link_varyings.cpp32
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;
}
}