Mesa (glsl2): glsl2: Allow a fragment shader to not write a color.
Eric Anholt
anholt at kemper.freedesktop.org
Wed Jun 30 21:57:41 UTC 2010
Module: Mesa
Branch: glsl2
Commit: 97eba76b8c5fe60738716c4dce9404de417a7d34
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=97eba76b8c5fe60738716c4dce9404de417a7d34
Author: Eric Anholt <eric at anholt.net>
Date: Wed Jun 30 14:51:50 2010 -0700
glsl2: Allow a fragment shader to not write a color.
I can't find any text justifying this check, and it caused a
reasonable-looking shader in glsl-bug-22603 (which writes only
gl_FragDepth) to fail.
---
src/glsl/linker.cpp | 6 ------
1 files changed, 0 insertions(+), 6 deletions(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 11fccba..5227d42 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -232,12 +232,6 @@ validate_fragment_shader_executable(struct gl_shader_program *prog,
frag_color.run(shader->ir);
frag_data.run(shader->ir);
- if (!frag_color.variable_found() && !frag_data.variable_found()) {
- linker_error_printf(prog, "fragment shader does not write to "
- "`gl_FragColor' or `gl_FragData'\n");
- return false;
- }
-
if (frag_color.variable_found() && frag_data.variable_found()) {
linker_error_printf(prog, "fragment shader writes to both "
"`gl_FragColor' and `gl_FragData'\n");
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