glsl/es3.1: Allow separate shader objects in GLSL ES 3.10
authorIan Romanick <ian.d.romanick@intel.com>
Tue, 28 Apr 2015 19:46:46 +0000 (12:46 -0700)
committerIan Romanick <ian.d.romanick@intel.com>
Mon, 4 May 2015 20:49:58 +0000 (13:49 -0700)
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
src/glsl/glsl_parser_extras.h

index b3c8a1d2d4b90c070940e4f6b038884a941ef654..00fcc75ca06452ee9bc85cccda6a59207c4c75d0 100644 (file)
@@ -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;
    }