Ian Romanick <[email protected]> writes: > From: Ian Romanick <[email protected]> > > Signed-off-by: Ian Romanick <[email protected]> > --- > src/glsl/linker.cpp | 3 ++- > 1 file changed, 2 insertions(+), 1 deletion(-) > > diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp > index ee07e89..e02ce87 100644 > --- a/src/glsl/linker.cpp > +++ b/src/glsl/linker.cpp > @@ -2161,7 +2161,8 @@ link_shaders(struct gl_context *ctx, struct > gl_shader_program *prog) > /* Geometry shaders have to be linked with vertex shaders. > */ > if (num_shaders[MESA_SHADER_GEOMETRY] > 0 && > - num_shaders[MESA_SHADER_VERTEX] == 0) { > + num_shaders[MESA_SHADER_VERTEX] == 0 && > + !prog->SeparateShader) { > linker_error(prog, "Geometry shader must be linked with " > "vertex shader\n"); > goto done;
It looks like ARB_sso is relaxing things so that you're supposed to
check for this at draw time, but I don't see that happening. That said,
this patch itself looks correct.
-- Section 2.16, "Geometry Shaders" (page 153)
Change the 4th paragraph:
"A program object or program pipeline object that includes a
geometry shader must also include a vertex shader. If the current
program state has a geometry shader but no vertex shader at Begin or
any command that implicitly calls Begin, an INVALID_OPERATION error
will be generated."
...
Errors
...
The INVALID_OPERATION error produced by LinkProgram if the program
object has a geometry, tessellation control, or tessellation
evalutations shader attached and no vertex shader attached is now
produced at Begin time.
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