[Mesa-dev] [PATCH] glsl: do not emit error for non written varyings on OpenGL ES
Tapani Pälli
tapani.palli at intel.com
Tue Sep 16 01:21:05 PDT 2014
Patch fixes following test case from 'shaders-with-varyings' WebGL
conformance suite: "vertex shader with unused varying and fragment
shader with used varying must succeed"
Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
---
src/glsl/link_varyings.cpp | 12 +++++++++++-
1 file changed, 11 insertions(+), 1 deletion(-)
diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp
index 54ceae1..fb2d88c 100644
--- a/src/glsl/link_varyings.cpp
+++ b/src/glsl/link_varyings.cpp
@@ -1451,7 +1451,7 @@ assign_varying_locations(struct gl_context *ctx,
if (var && var->data.mode == ir_var_shader_in &&
var->data.is_unmatched_generic_inout) {
- if (prog->Version <= 120) {
+ if (prog->Version <= 120 && !prog->IsES) {
/* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
*
* Only those varying variables used (i.e. read) in
@@ -1463,6 +1463,16 @@ assign_varying_locations(struct gl_context *ctx,
* We interpret this text as meaning that the VS must
* write the variable for the FS to read it. See
* "glsl1-varying read but not written" in piglit.
+ *
+ * Note that this is not an error on OpenGL ES:
+ *
+ * On Page 91 (Page 97 of the PDF) of the GLSL ES 1.0 spec:
+ *
+ * If the vertex shader declares but doesn't write to a
+ * varying and the fragment shader declares and reads it,
+ * is this and error?
+ *
+ * RESOLUTION: No.
*/
linker_error(prog, "%s shader varying %s not written "
--
1.9.3
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