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authorIan Romanick <[email protected]>2014-03-27 10:29:30 -0700
committerIan Romanick <[email protected]>2014-05-02 07:20:11 -0700
commitf64bfb2e3955374be824b8b1bedc422c527105c9 (patch)
tree317f764fe64f89d06d8dd195e2637d60f3679a7a /src/glsl/linker.cpp
parent7d9adef3409583ef480d6f25014188d38e261a1e (diff)
mesa: Eliminate gl_shader_program::InternalSeparateShader
This was a work-around to allow linking a program with only a fragment shader in a GLES context. Now that we have GL_EXT_separate_shader_objects in GLES contexts, we can just use that. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r--src/glsl/linker.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 7ec1e5a34f3..a43d23082d1 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2607,8 +2607,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
* fragment shader) is absent. So, the extension shouldn't change the
* behavior specified in GLSL specification.
*/
- if (!prog->InternalSeparateShader && !prog->SeparateShader
- && ctx->API == API_OPENGLES2) {
+ if (!prog->SeparateShader && ctx->API == API_OPENGLES2) {
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
linker_error(prog, "program lacks a vertex shader\n");
} else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {