GL_ARB_ES2_compatibility don't say anything about shader linking when one of the shaders (vertex or fragment shader) is absent. So, the extention shouldn't change the behavior specified in GLSL specification.
Tested the behavior on proprietary linux drivers of NVIDIA and AMD. Both of them allow linking a version 100 shader program in OpenGL context, when one of the shaders is absent. Makes following Khronos CTS tests to pass: successfulcompilevert_linkprogram.test successfulcompilefrag_linkprogram.test Cc: mesa-sta...@lists.freedesktop.org Signed-off-by: Anuj Phogat <anuj.pho...@gmail.com> --- src/glsl/linker.cpp | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index a6133ea..f84d364 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2382,11 +2382,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) goto done; /* OpenGL ES requires that a vertex shader and a fragment shader both be - * present in a linked program. By checking prog->IsES, we also - * catch the GL_ARB_ES2_compatibility case. + * present in a linked program. */ - if (!prog->InternalSeparateShader && - (ctx->API == API_OPENGLES2 || prog->IsES)) { + if (!prog->InternalSeparateShader && ctx->API == API_OPENGLES2) { if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { linker_error(prog, "program lacks a vertex shader\n"); } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) { -- 1.8.3.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev