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authorIan Romanick <ian.d.romanick@intel.com>2015-04-28 12:46:46 -0700
committerIan Romanick <ian.d.romanick@intel.com>2015-05-04 13:49:58 -0700
commitdd61475d56f3b94c3586889333931ebe50a32c3e (patch)
treee5454c3d55be263c95b4281a50811f1cad75f21b
parent2dcc535300d57a8ec50337df54438faa17a82745 (diff)
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glsl/es3.1: Allow separate shader objects in GLSL ES 3.10
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
-rw-r--r--src/glsl/glsl_parser_extras.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/glsl/glsl_parser_extras.h b/src/glsl/glsl_parser_extras.h
index b3c8a1d..00fcc75 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;
}