diff options
author | Timothy Arceri <[email protected]> | 2016-01-27 16:16:01 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2016-02-09 22:44:15 +1100 |
commit | fd0b89ad8d7ba10045683e4768a89811c8633a85 (patch) | |
tree | 98021376b185d2d9460eb36060bf84dd4e47d701 /src/compiler | |
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')
-rw-r--r-- | src/compiler/glsl/linker.cpp | 56 |
1 files changed, 28 insertions, 28 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index a370643197b..c6fdbe999ec 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -4566,38 +4566,38 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (!prog->LinkStatus) goto done; - /* OpenGL ES requires that a vertex shader and a fragment shader both be - * present in a linked program. GL_ARB_ES2_compatibility doesn't say + /* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both + * be present in a linked program. GL_ARB_ES2_compatibility doesn't say * anything about shader linking when one of the shaders (vertex or * fragment shader) is absent. So, the extension shouldn't change the * behavior specified in GLSL specification. + * + * From OpenGL ES 3.1 specification (7.3 Program Objects): + * "Linking can fail for a variety of reasons as specified in the + * OpenGL ES Shading Language Specification, as well as any of the + * following reasons: + * + * ... + * + * * program contains objects to form either a vertex shader or + * fragment shader, and program is not separable, and does not + * contain objects to form both a vertex shader and fragment + * shader." + * + * However, the only scenario in 3.1+ where we don't require them both is + * when we have a compute shader. For example: + * + * - No shaders is a link error. + * - Geom or Tess without a Vertex shader 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. */ - if (!prog->SeparateShader && ctx->API == API_OPENGLES2) { - /* With ES < 3.1 one needs to have always vertex + fragment shader. */ - if (ctx->Version < 31) { - if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { - linker_error(prog, "program lacks a vertex shader\n"); - } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) { - linker_error(prog, "program lacks a fragment shader\n"); - } - } else { - /* From OpenGL ES 3.1 specification (7.3 Program Objects): - * "Linking can fail for a variety of reasons as specified in the - * OpenGL ES Shading Language Specification, as well as any of the - * following reasons: - * - * ... - * - * * program contains objects to form either a vertex shader or - * fragment shader, and program is not separable, and does not - * contain objects to form both a vertex shader and fragment - * shader." - */ - if (!!prog->_LinkedShaders[MESA_SHADER_VERTEX] ^ - !!prog->_LinkedShaders[MESA_SHADER_FRAGMENT]) { - linker_error(prog, "Program needs to contain both vertex and " - "fragment shaders.\n"); - } + if (!prog->SeparateShader && ctx->API == API_OPENGLES2 && + num_shaders[MESA_SHADER_COMPUTE] == 0) { + if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { + linker_error(prog, "program lacks a vertex shader\n"); + } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) { + linker_error(prog, "program lacks a fragment shader\n"); } } |