From: Timothy Arceri Date: Wed, 27 Jan 2016 04:42:58 +0000 (+1100) Subject: glsl: simplify required stages for linking rules X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=55fa3c44bc00a7761c2616bcea7eed7d5a775ffc;p=mesa.git glsl: simplify required stages for linking rules Reviewed-by: Kenneth Graunke --- diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index 69830937d3b..a370643197b 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -4182,50 +4182,48 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) /* Some shaders have to be linked with some other shaders present. */ - if (num_shaders[MESA_SHADER_GEOMETRY] > 0 && - num_shaders[MESA_SHADER_VERTEX] == 0 && - !prog->SeparateShader) { - linker_error(prog, "Geometry shader must be linked with " - "vertex shader\n"); - goto done; - } - if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 && - num_shaders[MESA_SHADER_VERTEX] == 0 && - !prog->SeparateShader) { - linker_error(prog, "Tessellation evaluation shader must be linked with " - "vertex shader\n"); - goto done; - } - if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 && - num_shaders[MESA_SHADER_VERTEX] == 0 && - !prog->SeparateShader) { - linker_error(prog, "Tessellation control shader must be linked with " - "vertex shader\n"); - goto done; - } + if (!prog->SeparateShader) { + if (num_shaders[MESA_SHADER_GEOMETRY] > 0 && + num_shaders[MESA_SHADER_VERTEX] == 0) { + linker_error(prog, "Geometry shader must be linked with " + "vertex shader\n"); + goto done; + } + if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 && + num_shaders[MESA_SHADER_VERTEX] == 0) { + linker_error(prog, "Tessellation evaluation shader must be linked " + "with vertex shader\n"); + goto done; + } + if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 && + num_shaders[MESA_SHADER_VERTEX] == 0) { + linker_error(prog, "Tessellation control shader must be linked with " + "vertex shader\n"); + goto done; + } - /* The spec is self-contradictory here. It allows linking without a tess - * eval shader, but that can only be used with transform feedback and - * rasterization disabled. However, transform feedback isn't allowed - * with GL_PATCHES, so it can't be used. - * - * More investigation showed that the idea of transform feedback after - * a tess control shader was dropped, because some hw vendors couldn't - * support tessellation without a tess eval shader, but the linker section - * wasn't updated to reflect that. - * - * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this - * spec bug. - * - * Do what's reasonable and always require a tess eval shader if a tess - * control shader is present. - */ - if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 && - num_shaders[MESA_SHADER_TESS_EVAL] == 0 && - !prog->SeparateShader) { - linker_error(prog, "Tessellation control shader must be linked with " - "tessellation evaluation shader\n"); - goto done; + /* The spec is self-contradictory here. It allows linking without a tess + * eval shader, but that can only be used with transform feedback and + * rasterization disabled. However, transform feedback isn't allowed + * with GL_PATCHES, so it can't be used. + * + * More investigation showed that the idea of transform feedback after + * a tess control shader was dropped, because some hw vendors couldn't + * support tessellation without a tess eval shader, but the linker + * section wasn't updated to reflect that. + * + * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this + * spec bug. + * + * Do what's reasonable and always require a tess eval shader if a tess + * control shader is present. + */ + if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 && + num_shaders[MESA_SHADER_TESS_EVAL] == 0) { + linker_error(prog, "Tessellation control shader must be linked with " + "tessellation evaluation shader\n"); + goto done; + } } /* Compute shaders have additional restrictions. */