glsl: simplify required stages for linking rules

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Timothy Arceri 2016-01-27 15:42:58 +11:00
parent 20823992b4
commit 55fa3c44bc
1 changed files with 41 additions and 43 deletions

View File

@ -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. */