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glsl: remove redundant record_compare check when linking globals
authorNicolai Hähnle <nicolai.haehnle@amd.com>
Sun, 14 May 2017 18:06:35 +0000 (20:06 +0200)
committerNicolai Hähnle <nicolai.haehnle@amd.com>
Tue, 13 Jun 2017 07:35:45 +0000 (09:35 +0200)
Unnamed struct types are now equal across stages based on the fields they
contain, so overriding the type to make sure names match has become
unnecessary.

The check was originally introduced in commit 955c93dc089f ("glsl: Match
unnamed record types across stages.")

v2: clarify the commit message

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
src/compiler/glsl/linker.cpp

index 2e7dd2b..20465db 100644 (file)
@@ -907,28 +907,23 @@ cross_validate_globals(struct gl_shader_program *prog,
          /* Check if types match. */
          if (var->type != existing->type) {
             if (!validate_intrastage_arrays(prog, var, existing)) {
-               if (var->type->is_record() && existing->type->is_record()
-                   && existing->type->record_compare(var->type)) {
-                   existing->type = var->type;
-               } else {
-                  /* If it is an unsized array in a Shader Storage Block,
-                   * two different shaders can access to different elements.
-                   * Because of that, they might be converted to different
-                   * sized arrays, then check that they are compatible but
-                   * ignore the array size.
-                   */
-                  if (!(var->data.mode == ir_var_shader_storage &&
-                        var->data.from_ssbo_unsized_array &&
-                        existing->data.mode == ir_var_shader_storage &&
-                        existing->data.from_ssbo_unsized_array &&
-                        var->type->gl_type == existing->type->gl_type)) {
-                     linker_error(prog, "%s `%s' declared as type "
-                                  "`%s' and type `%s'\n",
-                                  mode_string(var),
-                                  var->name, var->type->name,
-                                  existing->type->name);
-                     return;
-                  }
+               /* If it is an unsized array in a Shader Storage Block,
+                * two different shaders can access to different elements.
+                * Because of that, they might be converted to different
+                * sized arrays, then check that they are compatible but
+                * ignore the array size.
+                */
+               if (!(var->data.mode == ir_var_shader_storage &&
+                     var->data.from_ssbo_unsized_array &&
+                     existing->data.mode == ir_var_shader_storage &&
+                     existing->data.from_ssbo_unsized_array &&
+                     var->type->gl_type == existing->type->gl_type)) {
+                  linker_error(prog, "%s `%s' declared as type "
+                                 "`%s' and type `%s'\n",
+                                 mode_string(var),
+                                 var->name, var->type->name,
+                                 existing->type->name);
+                  return;
                }
             }
          }