diff options
author | Ian Romanick <[email protected]> | 2014-03-26 13:11:44 -0700 |
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committer | Ian Romanick <[email protected]> | 2014-05-02 07:20:10 -0700 |
commit | 7d9adef3409583ef480d6f25014188d38e261a1e (patch) | |
tree | 3899526aab35aabd477421370c18b11b06bdddef /src/glsl/linker.cpp | |
parent | 507b875cf50ce1743403a084f5bc5f5fac0ca22e (diff) |
mesa: Enable GL_EXT_separate_shader_objects for OpenGL ES
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.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index fbc03587765..7ec1e5a34f3 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2607,7 +2607,8 @@ 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 && ctx->API == API_OPENGLES2) { + if (!prog->InternalSeparateShader && !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) { |