On 11/20/2011 01:15 PM, Marek Olšák wrote: > --- > 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.
Out of curiosity, what 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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev