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authorTimothy Arceri <[email protected]>2017-02-17 16:27:53 +1100
committerTimothy Arceri <[email protected]>2017-02-17 16:31:47 +1100
commit172c48cc15e2a7b42a7de8ff9164ad8733155667 (patch)
tree8ef8c1d04cdb80f53d08ef78f08207715d668aee /src/compiler/glsl
parenta2bf0954fbe54d44ea8c33f71ef462dc7cda385e (diff)
glsl: fix scons builds with shader cache
For now its disabled for scons so wrap glsl cache calls in a define conditional.
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r--src/compiler/glsl/linker.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 72fea65a894..b6f8bc4212e 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4626,6 +4626,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
return;
}
+#ifdef ENABLE_SHADER_CACHE
/* If transform feedback used on the program then compile all shaders. */
bool skip_cache = false;
if (prog->TransformFeedback.NumVarying > 0) {
@@ -4640,6 +4641,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (!skip_cache && shader_cache_read_program_metadata(ctx, prog))
return;
+#endif
void *mem_ctx = ralloc_context(NULL); // temporary linker context