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>
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@ -160,7 +160,7 @@ struct _mesa_glsl_parse_state {
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{
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if (!this->has_separate_shader_objects()) {
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const char *const requirement = this->es_shader
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? "GL_EXT_separate_shader_objects extension"
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? "GL_EXT_separate_shader_objects extension or GLSL ES 310"
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: "GL_ARB_separate_shader_objects extension or GLSL 420";
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_mesa_glsl_error(locp, this, "%s explicit location requires %s",
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@ -217,7 +217,7 @@ struct _mesa_glsl_parse_state {
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bool has_separate_shader_objects() const
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{
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return ARB_separate_shader_objects_enable || is_version(410, 0)
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return ARB_separate_shader_objects_enable || is_version(410, 310)
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|| EXT_separate_shader_objects_enable;
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}
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