On 09/16/2014 04:21 AM, Tapani Pälli wrote: > 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"
Oh bother. Using the same rationale as before, could we get a warning from the linker? > Signed-off-by: Tapani Pälli <tapani.pa...@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 " > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev