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authorTimothy Arceri <[email protected]>2016-01-25 21:56:18 +1100
committerTimothy Arceri <[email protected]>2016-02-09 22:44:02 +1100
commit76cfb472077dc83c892b4cddf79333341deaa7b5 (patch)
treeb6cf07c05453227945266a5de7842e4e81a37502 /src/compiler/glsl/test_optpass.h
parent371c4b3c48f665d530bc0c95990ef47f0e4c1b87 (diff)
glsl: don't attempt to link empty program
Previously an empty program would go through the entire link_shaders() function and we would have to be careful not to cause a segfault. In core profile also now set link_status to false by generating an error, it was previously set to true. From Section 7.3 (PROGRAM OBJECTS) of the OpenGL 4.5 spec: "Linking can fail for a variety of reasons as specified in the OpenGL Shading Language Specification, as well as any of the following reasons: - No shader objects are attached to program." V2: Only generate an error in core profile and add spec quote (Ian) V3: generate error in ES too, remove previous check which was only applying the rule to GL 4.5/ES 3.1 and above. My understand is that this spec change is clarifying previously undefined behaviour and therefore should be applied retrospectively. The ES CTS tests for this are in ES 2 I suspect it was passing because it would have generated an error for not having both a vertex and fragment shader. Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/compiler/glsl/test_optpass.h')
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