commit | fd0b89ad8d7ba10045683e4768a89811c8633a85 | [log] [tgz] |
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author | Timothy Arceri <timothy.arceri@collabora.com> | Wed Jan 27 16:16:01 2016 +1100 |
committer | Timothy Arceri <timothy.arceri@collabora.com> | Tue Feb 09 22:44:15 2016 +1100 |
tree | 98021376b185d2d9460eb36060bf84dd4e47d701 | |
parent | 55fa3c44bc00a7761c2616bcea7eed7d5a775ffc [diff] |
glsl: simplify ES Vertex/Fragment shader requirements We really just needed to skip the existing ES < 3.1 check if we have a compute shader, all other scenarios are already covered. * No shaders is a link error. * Geom or Tess without Vertex is a link error which means we always require a Vertex shader and hence a Fragment shader. * Finally a Compute shader linked with any other stage is a link error. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>