From: Ian Romanick Date: Thu, 27 Mar 2014 17:29:30 +0000 (-0700) Subject: mesa: Eliminate gl_shader_program::InternalSeparateShader X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=f64bfb2e3955374be824b8b1bedc422c527105c9;p=mesa.git mesa: Eliminate gl_shader_program::InternalSeparateShader This was a work-around to allow linking a program with only a fragment shader in a GLES context. Now that we have GL_EXT_separate_shader_objects in GLES contexts, we can just use that. Signed-off-by: Ian Romanick Reviewed-by: Eric Anholt --- diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 7ec1e5a34f3..a43d23082d1 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2607,8 +2607,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) * fragment shader) is absent. So, the extension shouldn't change the * behavior specified in GLSL specification. */ - if (!prog->InternalSeparateShader && !prog->SeparateShader - && ctx->API == API_OPENGLES2) { + if (!prog->SeparateShader && ctx->API == API_OPENGLES2) { if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { linker_error(prog, "program lacks a vertex shader\n"); } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) { diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp index 605f3713e7c..8c360970f87 100644 --- a/src/mesa/main/ff_fragment_shader.cpp +++ b/src/mesa/main/ff_fragment_shader.cpp @@ -1299,7 +1299,7 @@ create_new_program(struct gl_context *ctx, struct state_key *key) * fixed function program in a GLES2 context at all, but that's a * big mess to clean up. */ - p.shader_program->InternalSeparateShader = GL_TRUE; + p.shader_program->SeparateShader = GL_TRUE; state->language_version = 130; state->es_shader = false; diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index 7cfa9d02b88..e57c04db3d9 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -2607,17 +2607,6 @@ struct gl_shader_program */ GLboolean BinaryRetreivableHint; - /** - * Flags that the linker should not reject the program if it lacks - * a vertex or fragment shader. GLES2 doesn't allow separate - * shader objects, and would reject them. However, we internally - * build separate shader objects for fixed function programs, which - * we use for drivers/common/meta.c and for handling - * _mesa_update_state with no program bound (for example in - * glClear()). - */ - GLboolean InternalSeparateShader; - /** * Indicates whether program can be bound for individual pipeline stages * using UseProgramStages after it is next linked.