{"push_id":953063625,"size":1,"distinct_size":1,"ref":"refs/heads/intel_ci","head":"cdc4d0690d815970f995c4d99cb9c139ad567fe2","before":"9772f58910c35aee0d70809719dadcf0ef994219","commits":[{"sha":"cdc4d0690d815970f995c4d99cb9c139ad567fe2","author":{"email":"5dd83789ef3714029244367ba1ca09f1d7627408@collabora.com","name":"Timothy Arceri"},"message":"glsl: simplify ES Vertex/Fragment shader requirements\n\nWe really just needed to skip the existing ES < 3.1 check if we have\na compute shader, all other scenarios are already covered.\n\n* No shaders is a link error.\n* Geom or Tess without Vertex is a link error which means we always\n  require a Vertex shader and hence a Fragment shader.\n* Finally a Compute shader linked with any other stage is a link error.\n\nCc: Tapani Pälli <tapani.palli@intel.com>\nCc: Ilia Mirkin <imirkin@alum.mit.edu>","distinct":true,"url":"https://api.github.com/repos/tarceri/Mesa_arrays_of_arrays/commits/cdc4d0690d815970f995c4d99cb9c139ad567fe2"}]}