Generally, we only check for the presence of compute shaders during
parsing when we find any language (like layout qualifiers) that are
specific to compute shaders, however, it is possible to define an
empty compute shader does not use any language specific to compute
shaders at all and we should fail the compilation anyway. dEQP checks

This patch adds a check for compute shader availability after we have
parsed the source code. At this point we know the effective GLSL version
and also extensions enabled in the shader.

Fixes a subcase of the following dEQP tests:

 src/compiler/glsl/glsl_parser_extras.cpp | 13 +++++++++++++
 1 file changed, 13 insertions(+)

diff --git a/src/compiler/glsl/glsl_parser_extras.cpp 
index 6270e8e..b351180 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -1877,6 +1877,18 @@ add_builtin_defines(struct _mesa_glsl_parse_state *state,
+/* Implements parsing checks that we can't do during parsing */
+static void
+do_late_parsing_checks(struct _mesa_glsl_parse_state *state)
+   if (state->stage == MESA_SHADER_COMPUTE && !state->has_compute_shader()) {
+      YYLTYPE loc;
+      memset(&loc, 0, sizeof(loc));
+      _mesa_glsl_error(&loc, state, "Compute shaders require "
+                       "GLSL 4.30 or GLSL ES 3.10");
+   }
 _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
                           bool dump_ast, bool dump_hir)
@@ -1896,6 +1908,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct 
gl_shader *shader,
      _mesa_glsl_lexer_ctor(state, source);
+     do_late_parsing_checks(state);
    if (dump_ast) {

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