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authorPaul Berry <[email protected]>2012-08-02 17:51:02 -0700
committerIan Romanick <[email protected]>2012-12-06 12:13:22 -0800
commit15ba2a582539a3a2bd624fb2ae7bac6a4cc8589a (patch)
treebb038780375f8429b0df6084a9b614b485946157 /common.py
parent91c92bb6fbacdf713e36a9702fbc2ab4d203152c (diff)
glsl: Fix linker checks for GLSL ES 3.00.
This patch updates the following linker checks to do the right thing in GLSL 3.00 ES: - Failing to write to gl_Position is allowed in GLSL 1.40+ as well as GLSL 3.00 ES. - It is an error to write to both gl_ClipVertex and gl_ClipDistance in GLSL 1.30+. This does not apply to GLSL 3.00 ES. - GLSL 3.00 ES uses the same varying counting rules as GLSL 1.00 ES. - In GLSL 1.30 and GLSL 3.00 ES, "discard" terminates the shader. - In GLSL 1.00 ES and GLSL 3.00 ES, both a fragment and a vertex shader must be present. [v2, idr]: Fix minro typo in a comment. Noticed by Ken. [v3, idr]: s/IsEs(Shader|Prog)/IsES/ Suggested by Ken and Eric. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Acked-by: Carl Worth <[email protected]>
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