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mesa: fix logic error in GLSL linker when looking for main() shaders
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1 changed files with 10 additions and 5 deletions
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@ -465,12 +465,17 @@ _slang_link(GLcontext *ctx,
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fragProg = NULL;
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for (i = 0; i < shProg->NumShaders; i++) {
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struct gl_shader *shader = shProg->Shaders[i];
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if (shader->Type == GL_VERTEX_SHADER && shader->Main)
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vertProg = vertex_program(shader->Program);
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else if (shader->Type == GL_FRAGMENT_SHADER && shader->Main)
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fragProg = fragment_program(shader->Program);
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else
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if (shader->Type == GL_VERTEX_SHADER) {
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if (shader->Main)
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vertProg = vertex_program(shader->Program);
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}
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else if (shader->Type == GL_FRAGMENT_SHADER) {
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if (shader->Main)
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fragProg = fragment_program(shader->Program);
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}
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else {
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_mesa_problem(ctx, "unexpected shader target in slang_link()");
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}
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}
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#if FEATURE_es2_glsl
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