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-rw-r--r--src/glsl/linker.cpp3
-rw-r--r--src/mesa/main/ff_fragment_shader.cpp2
-rw-r--r--src/mesa/main/mtypes.h11
3 files changed, 2 insertions, 14 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) {
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
index 605f3713e7c..8c360970f87 100644
--- a/src/mesa/main/ff_fragment_shader.cpp
+++ b/src/mesa/main/ff_fragment_shader.cpp
@@ -1299,7 +1299,7 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
* fixed function program in a GLES2 context at all, but that's a
* big mess to clean up.
*/
- p.shader_program->InternalSeparateShader = GL_TRUE;
+ p.shader_program->SeparateShader = GL_TRUE;
state->language_version = 130;
state->es_shader = false;
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 7cfa9d02b88..e57c04db3d9 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2608,17 +2608,6 @@ struct gl_shader_program
GLboolean BinaryRetreivableHint;
/**
- * Flags that the linker should not reject the program if it lacks
- * a vertex or fragment shader. GLES2 doesn't allow separate
- * shader objects, and would reject them. However, we internally
- * build separate shader objects for fixed function programs, which
- * we use for drivers/common/meta.c and for handling
- * _mesa_update_state with no program bound (for example in
- * glClear()).
- */
- GLboolean InternalSeparateShader;
-
- /**
* Indicates whether program can be bound for individual pipeline stages
* using UseProgramStages after it is next linked.
*/