Lines Matching full:shaders
28 * Given a set of shaders that are to be linked to generate a final program,
31 * In the first stage shaders are partitioned into groups based on the shader
32 * type. All shaders of a particular type (e.g., vertex shaders) are linked
38 * in multiple shaders with the same name are verified to be the same.
40 * in multiple shaders with the same name are verified to be the same.
563 * This does not apply to GLSL ES shaders, since GLSL ES defines neither
575 * It is a compile-time or link-time error for the set of shaders forming
579 * This does not apply to GLSL ES shaders, since GLSL ES doesn't define
615 * It is a compile-time or link-time error for the set of shaders forming
759 * Check if geometry shaders emit to non-zero streams and do corresponding
863 * Perform validation of global variables used across multiple shaders
884 * will eventually get pulled into the shaders 'main'.
906 * two different shaders can access to different elements.
988 * program, it must be redeclared in all fragment shaders in
991 * fragment shaders in a single program must have the same set
1002 "fragment shaders in a single program must have "
1011 "all fragment shaders that have assignments to "
1226 * Populates a shaders symbol table with all global declarations
1621 "intrastage shaders defined with conflicting "
1663 * layout qualifiers for the attached tessellation control shaders,
1682 * in any program containing tessellation control shaders; however,
1684 * shaders."
1720 * for the attached tessellation evaluation shaders, and propagates them
1743 * shaders in a program declare a primitive mode. If spacing or
1826 * redeclaration of gl_FragCoord for the attached fragment shaders,
1850 * it must be redeclared in all the fragment shaders in that program
1865 * "All redeclarations of gl_FragCoord in all fragment shaders in a
1909 * primitive type layout qualifiers for the attached geometry shaders,
1924 * geometry shaders so far.
1936 * geometry shaders (compilation units) are required to
2021 * qualifiers for the attached compute shaders, and propagate them to the
2036 * for compute shaders.
2044 * If multiple compute shaders attached to a single program object
2047 * object contains any compute shaders, at least one must contain an
2105 * Combine a group of shaders for a single stage to generate a linked shader
2124 /* Check that global variables defined in multiple shaders are consistent.
2136 /* Check that interface blocks defined in multiple shaders are consistent.
2144 * across all shaders.
2718 * vertex shaders, multiple input variables may be assigned
2721 * support vertex shaders where each execution path accesses
2735 * ES Shading Language 3.00 vertex shaders. LinkProgram will
2737 * possible in OpenGL ES Shading Language 1.00 vertex shaders.
4791 linker_error(prog, "no shaders attached to the program\n");
4801 /* Separate the shaders into groups based on their type.
4815 min_version = MIN2(min_version, prog->Shaders[i]->Version);
4816 max_version = MAX2(max_version, prog->Shaders[i]->Version);
4818 if (prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) {
4819 linker_error(prog, "all shaders must use same shading "
4824 if (prog->Shaders[i]->info.ARB_fragment_coord_conventions_enable) {
4828 gl_shader_stage shader_type = prog->Shaders[i]->Stage;
4829 shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i];
4836 if (prog->Shaders[0]->IsES && min_version != max_version) {
4837 linker_error(prog, "all shaders must use same shading "
4843 prog->IsES = prog->Shaders[0]->IsES;
4845 /* Some shaders have to be linked with some other shaders present.
4891 /* Compute shaders have additional restrictions. */
4894 linker_error(prog, "Compute shaders may not be linked with any other "
4898 /* Link all shaders for a particular stage and validate the result.
5087 /* Check and validate stream emissions in geometry shaders */
5098 * anything about shader linking when one of the shaders (vertex or
5117 * - No shaders is a link error.
5145 /* The symbol table in the linked shaders may contain references to