glsl: simplify required stages for linking rules
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
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20823992b4
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55fa3c44bc
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@ -4182,50 +4182,48 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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/* Some shaders have to be linked with some other shaders present.
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*/
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if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
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num_shaders[MESA_SHADER_VERTEX] == 0 &&
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!prog->SeparateShader) {
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linker_error(prog, "Geometry shader must be linked with "
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"vertex shader\n");
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goto done;
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}
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if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
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num_shaders[MESA_SHADER_VERTEX] == 0 &&
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!prog->SeparateShader) {
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linker_error(prog, "Tessellation evaluation shader must be linked with "
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"vertex shader\n");
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goto done;
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}
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if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
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num_shaders[MESA_SHADER_VERTEX] == 0 &&
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!prog->SeparateShader) {
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linker_error(prog, "Tessellation control shader must be linked with "
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"vertex shader\n");
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goto done;
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}
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if (!prog->SeparateShader) {
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if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
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num_shaders[MESA_SHADER_VERTEX] == 0) {
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linker_error(prog, "Geometry shader must be linked with "
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"vertex shader\n");
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goto done;
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}
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if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
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num_shaders[MESA_SHADER_VERTEX] == 0) {
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linker_error(prog, "Tessellation evaluation shader must be linked "
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"with vertex shader\n");
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goto done;
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}
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if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
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num_shaders[MESA_SHADER_VERTEX] == 0) {
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linker_error(prog, "Tessellation control shader must be linked with "
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"vertex shader\n");
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goto done;
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}
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/* The spec is self-contradictory here. It allows linking without a tess
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* eval shader, but that can only be used with transform feedback and
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* rasterization disabled. However, transform feedback isn't allowed
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* with GL_PATCHES, so it can't be used.
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*
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* More investigation showed that the idea of transform feedback after
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* a tess control shader was dropped, because some hw vendors couldn't
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* support tessellation without a tess eval shader, but the linker section
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* wasn't updated to reflect that.
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*
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* All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
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* spec bug.
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*
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* Do what's reasonable and always require a tess eval shader if a tess
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* control shader is present.
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*/
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if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
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num_shaders[MESA_SHADER_TESS_EVAL] == 0 &&
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!prog->SeparateShader) {
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linker_error(prog, "Tessellation control shader must be linked with "
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"tessellation evaluation shader\n");
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goto done;
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/* The spec is self-contradictory here. It allows linking without a tess
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* eval shader, but that can only be used with transform feedback and
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* rasterization disabled. However, transform feedback isn't allowed
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* with GL_PATCHES, so it can't be used.
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*
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* More investigation showed that the idea of transform feedback after
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* a tess control shader was dropped, because some hw vendors couldn't
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* support tessellation without a tess eval shader, but the linker
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* section wasn't updated to reflect that.
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*
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* All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
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* spec bug.
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*
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* Do what's reasonable and always require a tess eval shader if a tess
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* control shader is present.
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*/
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if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
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num_shaders[MESA_SHADER_TESS_EVAL] == 0) {
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linker_error(prog, "Tessellation control shader must be linked with "
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"tessellation evaluation shader\n");
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goto done;
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}
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}
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/* Compute shaders have additional restrictions. */
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