diff options
author | Tapani Pälli <[email protected]> | 2014-09-16 20:18:41 +0300 |
---|---|---|
committer | Tapani Pälli <[email protected]> | 2014-10-07 08:28:51 +0300 |
commit | 16b53005a7df4249fecb6641af0934c32181fdea (patch) | |
tree | 8712cd3dbb822a0d5724150117e0584286cafa4d /src | |
parent | be0a994fb8689131bf6a717c1e6fa5a42c3d4657 (diff) |
glsl: do not emit error for non written varyings on OpenGL ES
Patch fixes following test case from 'shaders-with-varyings' WebGL
conformance suite: "vertex shader with unused varying and fragment
shader with used varying must succeed"
v2: emit still a warning if the condition happens (Ian)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/glsl/link_varyings.cpp | 18 |
1 files changed, 16 insertions, 2 deletions
diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp index a738e2f3825..1866ab265f2 100644 --- a/src/glsl/link_varyings.cpp +++ b/src/glsl/link_varyings.cpp @@ -1456,7 +1456,22 @@ assign_varying_locations(struct gl_context *ctx, if (var && var->data.mode == ir_var_shader_in && var->data.is_unmatched_generic_inout) { - if (prog->Version <= 120) { + if (prog->IsES) { + /* + * On Page 91 (Page 97 of the PDF) of the GLSL ES 1.0 spec: + * + * If the vertex shader declares but doesn't write to a + * varying and the fragment shader declares and reads it, + * is this an error? + * + * RESOLUTION: No. + */ + linker_warning(prog, "%s shader varying %s not written " + "by %s shader\n.", + _mesa_shader_stage_to_string(consumer->Stage), + var->name, + _mesa_shader_stage_to_string(producer->Stage)); + } else if (prog->Version <= 120) { /* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec: * * Only those varying variables used (i.e. read) in @@ -1469,7 +1484,6 @@ assign_varying_locations(struct gl_context *ctx, * write the variable for the FS to read it. See * "glsl1-varying read but not written" in piglit. */ - linker_error(prog, "%s shader varying %s not written " "by %s shader\n.", _mesa_shader_stage_to_string(consumer->Stage), |