diff options
author | Ian Romanick <[email protected]> | 2011-02-03 17:10:14 -0800 |
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committer | Ian Romanick <[email protected]> | 2011-02-04 12:10:04 -0800 |
commit | ce9171f9d8e0e2c2422fdddb198f8d548381b7ea (patch) | |
tree | cd7f1f65b7b384f6251d07a269eea75b39db97b2 | |
parent | 425ba198321b06b8c399812210228a42b4dd9fc7 (diff) |
linker: Generate link errors when ES shaders are missing stages
ES requires that a vertex shader and a fragment shader be present.
Fixes bugzilla #32214.
-rw-r--r-- | src/glsl/linker.cpp | 14 |
1 files changed, 14 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index c7fb62437db..46cd1950c86 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1682,6 +1682,20 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) demote_shader_inputs_and_outputs(sh, ir_var_in); } + /* 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 + * version 1.00, we also catch the GL_ARB_ES2_compatibility case. + */ + if (ctx->API == API_OPENGLES2 || prog->Version == 100) { + if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { + linker_error_printf(prog, "program lacks a vertex shader\n"); + prog->LinkStatus = false; + } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) { + linker_error_printf(prog, "program lacks a fragment shader\n"); + prog->LinkStatus = false; + } + } + /* FINISHME: Assign fragment shader output locations. */ done: |