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glsl: error out on ES 3.1 if VS or FS present but not both

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
tags/11.1-branchpoint
Tapani Pälli 10 anos atrás
pai
commit
08e9049e3d
1 arquivos alterados com 25 adições e 4 exclusões
  1. 25
    4
      src/glsl/linker.cpp

+ 25
- 4
src/glsl/linker.cpp Ver arquivo

@@ -3889,10 +3889,31 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
* behavior specified in GLSL specification.
*/
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) {
linker_error(prog, "program lacks a fragment shader\n");
/* With ES < 3.1 one needs to have always vertex + fragment shader. */
if (ctx->Version < 31) {
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
linker_error(prog, "program lacks a vertex shader\n");
} else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
linker_error(prog, "program lacks a fragment shader\n");
}
} else {
/* From OpenGL ES 3.1 specification (7.3 Program Objects):
* "Linking can fail for a variety of reasons as specified in the
* OpenGL ES Shading Language Specification, as well as any of the
* following reasons:
*
* ...
*
* * program contains objects to form either a vertex shader or
* fragment shader, and program is not separable, and does not
* contain objects to form both a vertex shader and fragment
* shader."
*/
if (!!prog->_LinkedShaders[MESA_SHADER_VERTEX] ^
!!prog->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
linker_error(prog, "Program needs to contain both vertex and "
"fragment shaders.\n");
}
}
}


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