[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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