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-rw-r--r--src/compiler/glsl/linker.cpp84
1 files changed, 41 insertions, 43 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 69830937d3b..a370643197b 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4182,50 +4182,48 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
/* Some shaders have to be linked with some other shaders present.
*/
- if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
- num_shaders[MESA_SHADER_VERTEX] == 0 &&
- !prog->SeparateShader) {
- linker_error(prog, "Geometry shader must be linked with "
- "vertex shader\n");
- goto done;
- }
- if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
- num_shaders[MESA_SHADER_VERTEX] == 0 &&
- !prog->SeparateShader) {
- linker_error(prog, "Tessellation evaluation shader must be linked with "
- "vertex shader\n");
- goto done;
- }
- if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
- num_shaders[MESA_SHADER_VERTEX] == 0 &&
- !prog->SeparateShader) {
- linker_error(prog, "Tessellation control shader must be linked with "
- "vertex shader\n");
- goto done;
- }
+ if (!prog->SeparateShader) {
+ if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
+ num_shaders[MESA_SHADER_VERTEX] == 0) {
+ linker_error(prog, "Geometry shader must be linked with "
+ "vertex shader\n");
+ goto done;
+ }
+ if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
+ num_shaders[MESA_SHADER_VERTEX] == 0) {
+ linker_error(prog, "Tessellation evaluation shader must be linked "
+ "with vertex shader\n");
+ goto done;
+ }
+ if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
+ num_shaders[MESA_SHADER_VERTEX] == 0) {
+ linker_error(prog, "Tessellation control shader must be linked with "
+ "vertex shader\n");
+ goto done;
+ }
- /* The spec is self-contradictory here. It allows linking without a tess
- * eval shader, but that can only be used with transform feedback and
- * rasterization disabled. However, transform feedback isn't allowed
- * with GL_PATCHES, so it can't be used.
- *
- * More investigation showed that the idea of transform feedback after
- * a tess control shader was dropped, because some hw vendors couldn't
- * support tessellation without a tess eval shader, but the linker section
- * wasn't updated to reflect that.
- *
- * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
- * spec bug.
- *
- * Do what's reasonable and always require a tess eval shader if a tess
- * control shader is present.
- */
- if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
- num_shaders[MESA_SHADER_TESS_EVAL] == 0 &&
- !prog->SeparateShader) {
- linker_error(prog, "Tessellation control shader must be linked with "
- "tessellation evaluation shader\n");
- goto done;
+ /* The spec is self-contradictory here. It allows linking without a tess
+ * eval shader, but that can only be used with transform feedback and
+ * rasterization disabled. However, transform feedback isn't allowed
+ * with GL_PATCHES, so it can't be used.
+ *
+ * More investigation showed that the idea of transform feedback after
+ * a tess control shader was dropped, because some hw vendors couldn't
+ * support tessellation without a tess eval shader, but the linker
+ * section wasn't updated to reflect that.
+ *
+ * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
+ * spec bug.
+ *
+ * Do what's reasonable and always require a tess eval shader if a tess
+ * control shader is present.
+ */
+ if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
+ num_shaders[MESA_SHADER_TESS_EVAL] == 0) {
+ linker_error(prog, "Tessellation control shader must be linked with "
+ "tessellation evaluation shader\n");
+ goto done;
+ }
}
/* Compute shaders have additional restrictions. */