diff options
author | Ian Romanick <[email protected]> | 2014-03-27 10:29:30 -0700 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2014-05-02 07:20:11 -0700 |
commit | f64bfb2e3955374be824b8b1bedc422c527105c9 (patch) | |
tree | 317f764fe64f89d06d8dd195e2637d60f3679a7a /src/glsl | |
parent | 7d9adef3409583ef480d6f25014188d38e261a1e (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')
-rw-r--r-- | src/glsl/linker.cpp | 3 |
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) { |