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authorTimothy Arceri <[email protected]>2016-01-27 16:16:01 +1100
committerTimothy Arceri <[email protected]>2016-02-09 22:44:15 +1100
commitfd0b89ad8d7ba10045683e4768a89811c8633a85 (patch)
tree98021376b185d2d9460eb36060bf84dd4e47d701 /src/compiler/shader_enums.c
parent55fa3c44bc00a7761c2616bcea7eed7d5a775ffc (diff)
glsl: simplify ES Vertex/Fragment shader requirements
We really just needed to skip the existing ES < 3.1 check if we have a compute shader, all other scenarios are already covered. * No shaders is a link error. * Geom or Tess without Vertex is a link error which means we always require a Vertex shader and hence a Fragment shader. * Finally a Compute shader linked with any other stage is a link error. Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/compiler/shader_enums.c')
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