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author | Timothy Arceri <[email protected]> | 2016-01-27 16:16:01 +1100 |
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committer | Timothy Arceri <[email protected]> | 2016-02-09 22:44:15 +1100 |
commit | fd0b89ad8d7ba10045683e4768a89811c8633a85 (patch) | |
tree | 98021376b185d2d9460eb36060bf84dd4e47d701 /src/compiler/shader_enums.c | |
parent | 55fa3c44bc00a7761c2616bcea7eed7d5a775ffc (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')
0 files changed, 0 insertions, 0 deletions