[Mesa-dev] [PATCH 11/20] glsl/es3.1: Allow separate shader objects in GLSL ES 3.10

Ian Romanick idr at freedesktop.org
Wed Apr 29 16:26:02 PDT 2015


From: Ian Romanick <ian.d.romanick at intel.com>

Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
 src/glsl/glsl_parser_extras.h | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/src/glsl/glsl_parser_extras.h b/src/glsl/glsl_parser_extras.h
index 552d589..61d4c93 100644
--- a/src/glsl/glsl_parser_extras.h
+++ b/src/glsl/glsl_parser_extras.h
@@ -160,7 +160,7 @@ struct _mesa_glsl_parse_state {
    {
       if (!this->has_separate_shader_objects()) {
          const char *const requirement = this->es_shader
-            ? "GL_EXT_separate_shader_objects extension"
+            ? "GL_EXT_separate_shader_objects extension or GLSL ES 310"
             : "GL_ARB_separate_shader_objects extension or GLSL 420";
 
          _mesa_glsl_error(locp, this, "%s explicit location requires %s",
@@ -217,7 +217,7 @@ struct _mesa_glsl_parse_state {
 
    bool has_separate_shader_objects() const
    {
-      return ARB_separate_shader_objects_enable || is_version(410, 0)
+      return ARB_separate_shader_objects_enable || is_version(410, 310)
          || EXT_separate_shader_objects_enable;
    }
 
-- 
2.1.0



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