--- src/glsl/linker.cpp | 20 ++++++++++++++++++++ 1 files changed, 20 insertions(+), 0 deletions(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 3527088..8089255 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2230,8 +2230,28 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) link_assign_uniform_locations(prog); store_fragdepth_layout(prog); + /* This is disabled for now because the checks are breaking a lot of apps. + * The two shaders below should be linked without errors. There are + * backends which can run these shaders just fine. + * + * This shader uses 2 uniform components: + * uniform float array[1234]; + * void main() { + * gl_FragColor = vec4(array[769] + array[342]); + * } + * + * And this shader uses 2 varying components: + * varying float array[64]; + * void main() { + * gl_FragColor = vec4(array[28] + array[49]); + * } + */ +#if 0 if (!check_resources(ctx, prog)) goto done; +#else + (void) check_resources; +#endif /* OpenGL ES requires that a vertex shader and a fragment shader both be * present in a linked program. By checking for use of shading language -- 1.7.5.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev