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authorIan Romanick <ian.d.romanick@intel.com>2014-03-26 13:11:44 -0700
committerIan Romanick <ian.d.romanick@intel.com>2014-05-02 07:20:10 -0700
commit7d9adef3409583ef480d6f25014188d38e261a1e (patch)
tree3899526aab35aabd477421370c18b11b06bdddef /src/glsl/linker.cpp
parent507b875cf50ce1743403a084f5bc5f5fac0ca22e (diff)
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mesa: Enable GL_EXT_separate_shader_objects for OpenGL ES
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Eric Anholt <eric@anholt.net>
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r--src/glsl/linker.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index fbc0358..7ec1e5a 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2607,7 +2607,8 @@ 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 && ctx->API == API_OPENGLES2) {
+ if (!prog->InternalSeparateShader && !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) {