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authorTimothy Arceri <[email protected]>2018-06-19 17:52:00 +1000
committerTimothy Arceri <[email protected]>2018-06-19 17:58:05 +1000
commit6c243ac2dd3e88f680726dab6dca280f2b07199d (patch)
treee59b10134dcfaae04f901c38b05aaf56ffe9dca3 /src/compiler
parenta9114b5e3e0c08b189837d452b8f09df7e86b974 (diff)
glsl: fix desktop glsl linking regression
The prog->Shaders[i]->IsES check was accidentally removed causing ES linking rules to be applied to desktop GLSL. Fixes: 725b1a406dbe ("mesa/util: add allow_glsl_relaxed_es driconfig override")
Diffstat (limited to 'src/compiler')
-rw-r--r--src/compiler/glsl/linker.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 487a1ffcb05..f6fce2d4e8d 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4829,7 +4829,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
/* In desktop GLSL, different shader versions may be linked together. In
* GLSL ES, all shader versions must be the same.
*/
- if (!ctx->Const.AllowGLSLRelaxedES && min_version != max_version) {
+ if (!ctx->Const.AllowGLSLRelaxedES && prog->Shaders[0]->IsES &&
+ min_version != max_version) {
linker_error(prog, "all shaders must use same shading "
"language version\n");
goto done;