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authorIan Romanick <[email protected]>2013-06-27 18:20:30 -0700
committerKenneth Graunke <[email protected]>2013-06-28 13:35:22 -0700
commite6ec425d6eeac95f466174267b2c18c0bffca3f0 (patch)
treed9218254ef067c7ca3f1b27dca9c60f6a48d6a59 /src/mesa/drivers/common
parent9bc24b4fc4ee1eda60d4f4bde662f7a1d8474cc1 (diff)
mesa: GL_ARB_shader_objects is not optional
This extension just provides some of the most basic software framework for GLSL. Without GL_ARB_vertex_shader or GL_ARB_fragment_shader, applications still cannot use GLSL. There's no value in conditionalizing support for this extension. NOTE: This has the side effect of enabling the extension in the radeon, r200, and nouveau drivers. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/drivers/common')
-rw-r--r--src/mesa/drivers/common/meta.c22
1 files changed, 10 insertions, 12 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index d9bffd77c92..e8484299bdb 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -615,18 +615,16 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
_mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
}
- if (ctx->Extensions.ARB_shader_objects) {
- _mesa_reference_shader_program(ctx, &save->VertexShader,
- ctx->Shader.CurrentVertexProgram);
- _mesa_reference_shader_program(ctx, &save->GeometryShader,
- ctx->Shader.CurrentGeometryProgram);
- _mesa_reference_shader_program(ctx, &save->FragmentShader,
- ctx->Shader.CurrentFragmentProgram);
- _mesa_reference_shader_program(ctx, &save->ActiveShader,
- ctx->Shader.ActiveProgram);
-
- _mesa_UseProgram(0);
- }
+ _mesa_reference_shader_program(ctx, &save->VertexShader,
+ ctx->Shader.CurrentVertexProgram);
+ _mesa_reference_shader_program(ctx, &save->GeometryShader,
+ ctx->Shader.CurrentGeometryProgram);
+ _mesa_reference_shader_program(ctx, &save->FragmentShader,
+ ctx->Shader.CurrentFragmentProgram);
+ _mesa_reference_shader_program(ctx, &save->ActiveShader,
+ ctx->Shader.ActiveProgram);
+
+ _mesa_UseProgram(0);
}
if (state & MESA_META_STENCIL_TEST) {