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authorAnuj Phogat <[email protected]>2013-12-19 14:17:19 -0800
committerAnuj Phogat <[email protected]>2014-02-18 11:07:09 -0800
commit03597cf802a7a89c4853794e6206ab8ab003898d (patch)
tree21b530f02b5356bfab11c9c356b8831dd8dd2e7e /src/glsl
parent6bd2472a8b9a969d06dc110bd30ccd8daf713959 (diff)
glsl: Fix condition to generate shader link error
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. Tested the behavior on proprietary linux drivers of NVIDIA and AMD. Both of them allow linking a version 100 shader program in OpenGL context, when one of the shaders is absent. Makes following Khronos CTS tests to pass: successfulcompilevert_linkprogram.test successfulcompilefrag_linkprogram.test Cc: [email protected] Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/linker.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 72a3860f36b..7d605d7e59b 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2441,11 +2441,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
goto done;
/* OpenGL ES requires that a vertex shader and a fragment shader both be
- * present in a linked program. By checking prog->IsES, we also
- * catch the GL_ARB_ES2_compatibility case.
+ * 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.
*/
- if (!prog->InternalSeparateShader &&
- (ctx->API == API_OPENGLES2 || prog->IsES)) {
+ if (!prog->InternalSeparateShader && 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) {