Track separate programs for each stage

The assumption is that all stages are the same program or that
varyings are passed between stages using built-in varyings.
This commit is contained in:
Ian Romanick 2010-10-13 13:58:44 -07:00
parent 75c6f47288
commit 84eba3ef71
13 changed files with 298 additions and 116 deletions

View File

@ -143,7 +143,10 @@ struct save_state
struct gl_vertex_program *VertexProgram;
GLboolean FragmentProgramEnabled;
struct gl_fragment_program *FragmentProgram;
GLuint Shader;
GLuint VertexShader;
GLuint GeometryShader;
GLuint FragmentShader;
GLuint ActiveShader;
/** META_STENCIL_TEST */
struct gl_stencil_attrib Stencil;
@ -433,8 +436,15 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
}
if (ctx->Extensions.ARB_shader_objects) {
save->Shader = ctx->Shader.CurrentProgram ?
ctx->Shader.CurrentProgram->Name : 0;
save->VertexShader = ctx->Shader.CurrentVertexProgram ?
ctx->Shader.CurrentVertexProgram->Name : 0;
save->GeometryShader = ctx->Shader.CurrentGeometryProgram ?
ctx->Shader.CurrentGeometryProgram->Name : 0;
save->FragmentShader = ctx->Shader.CurrentFragmentProgram ?
ctx->Shader.CurrentFragmentProgram->Name : 0;
save->ActiveShader = ctx->Shader.ActiveProgram ?
ctx->Shader.ActiveProgram->Name : 0;
_mesa_UseProgramObjectARB(0);
}
}
@ -664,9 +674,17 @@ _mesa_meta_end(struct gl_context *ctx)
_mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
}
if (ctx->Extensions.ARB_shader_objects) {
_mesa_UseProgramObjectARB(save->Shader);
}
if (ctx->Extensions.ARB_vertex_shader)
_mesa_UseShaderProgramEXT(GL_VERTEX_SHADER, save->VertexShader);
if (ctx->Extensions.ARB_geometry_shader4)
_mesa_UseShaderProgramEXT(GL_GEOMETRY_SHADER_ARB,
save->GeometryShader);
if (ctx->Extensions.ARB_fragment_shader)
_mesa_UseShaderProgramEXT(GL_FRAGMENT_SHADER, save->FragmentShader);
_mesa_ActiveProgramEXT(save->ActiveShader);
}
if (state & META_STENCIL_TEST) {

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@ -1186,7 +1186,7 @@ fs_visitor::visit(ir_texture *ir)
assert(!ir->projector);
sampler = _mesa_get_sampler_uniform_value(ir->sampler,
ctx->Shader.CurrentProgram,
ctx->Shader.CurrentFragmentProgram,
&brw->fragment_program->Base);
sampler = c->fp->program.Base.SamplerUnits[sampler];
@ -3093,7 +3093,7 @@ fs_visitor::generate_code()
if (INTEL_DEBUG & DEBUG_WM) {
printf("Native code for fragment shader %d:\n",
ctx->Shader.CurrentProgram->Name);
ctx->Shader.CurrentFragmentProgram->Name);
}
if_depth_in_loop[loop_stack_depth] = 0;
@ -3320,7 +3320,7 @@ brw_wm_fs_emit(struct brw_context *brw, struct brw_wm_compile *c)
{
struct intel_context *intel = &brw->intel;
struct gl_context *ctx = &intel->ctx;
struct gl_shader_program *prog = ctx->Shader.CurrentProgram;
struct gl_shader_program *prog = ctx->Shader.CurrentFragmentProgram;
if (!prog)
return GL_FALSE;

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@ -137,9 +137,9 @@ wm_unit_populate_key(struct brw_context *brw, struct brw_wm_unit_key *key)
/* If using the fragment shader backend, the program is always
* 8-wide.
*/
if (ctx->Shader.CurrentProgram) {
if (ctx->Shader.CurrentFragmentProgram) {
struct brw_shader *shader = (struct brw_shader *)
ctx->Shader.CurrentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (shader != NULL && shader->ir != NULL) {
key->is_glsl = GL_TRUE;

View File

@ -1697,11 +1697,10 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
if (ctx->NewState)
_mesa_update_state(ctx);
if (ctx->Shader.CurrentProgram) {
struct gl_shader_program *const prog = ctx->Shader.CurrentProgram;
if (ctx->Shader.CurrentVertexProgram) {
vert_from_glsl_shader = true;
/* The current shader program must be successfully linked */
if (!prog->LinkStatus) {
if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
@ -1709,34 +1708,56 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
#if 0 /* not normally enabled */
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx, prog, errMsg)) {
if (!_mesa_validate_shader_program(ctx,
ctx->Shader.CurrentVertexProgram,
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
prog->Name, errMsg);
ctx->Shader.CurrentVertexProgram->Name, errMsg);
}
}
#endif
/* Figure out which shader stages are provided by the GLSL program. For
* any stages that are not provided, the corresponding assembly shader
* target will be validated below.
*/
vert_from_glsl_shader =
prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL;
geom_from_glsl_shader =
prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL;
frag_from_glsl_shader =
prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL;
}
/* If drawing to integer-valued color buffers, there must be an
* active fragment shader (GL_EXT_texture_integer).
*/
if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
if (!frag_from_glsl_shader) {
if (ctx->Shader.CurrentGeometryProgram) {
geom_from_glsl_shader = true;
if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(integer format but no fragment shader)", where);
"%s(shader not linked)", where);
return GL_FALSE;
}
#if 0 /* not normally enabled */
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
ctx->Shader.CurrentGeometryProgram,
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
ctx->Shader.CurrentGeometryProgram->Name, errMsg);
}
}
#endif
}
if (ctx->Shader.CurrentFragmentProgram) {
frag_from_glsl_shader = true;
if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
}
#if 0 /* not normally enabled */
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
ctx->Shader.CurrentFragmentProgram,
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
ctx->Shader.CurrentFragmentProgram->Name, errMsg);
}
}
#endif
}
/* Any shader stages that are not supplied by the GLSL shader and have
@ -1754,11 +1775,21 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
*/
(void) geom_from_glsl_shader;
if (!frag_from_glsl_shader
&& ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(fragment program not valid)", where);
return GL_FALSE;
if (!frag_from_glsl_shader) {
if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(fragment program not valid)", where);
return GL_FALSE;
}
/* If drawing to integer-valued color buffers, there must be an
* active fragment shader (GL_EXT_texture_integer).
*/
if (ctx->DrawBuffer && ctx->DrawBuffer->_IntegerColor) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(integer format but no fragment shader)", where);
return GL_FALSE;
}
}
if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
@ -1769,26 +1800,51 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
#ifdef DEBUG
if (ctx->Shader.Flags & GLSL_LOG) {
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
if (shProg) {
if (!shProg->_Used) {
/* This is the first time this shader is being used.
* Append shader's constants/uniforms to log file.
*/
GLuint i;
for (i = 0; i < shProg->NumShaders; i++) {
struct gl_shader *sh = shProg->Shaders[i];
if (sh->Type == GL_VERTEX_SHADER) {
_mesa_append_uniforms_to_file(sh,
&shProg->VertexProgram->Base);
}
else if (sh->Type == GL_FRAGMENT_SHADER) {
_mesa_append_uniforms_to_file(sh,
&shProg->FragmentProgram->Base);
}
}
shProg->_Used = GL_TRUE;
}
struct gl_shader_program *shProg[MESA_SHADER_TYPES];
unsigned i;
shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
for (i = 0; i < MESA_SHADER_TYPES; i++) {
struct gl_shader *sh;
if (shProg[i] == NULL || shProg[i]->_Used
|| shProg[i]->_LinkedShaders[i] == NULL)
continue;
/* This is the first time this shader is being used.
* Append shader's constants/uniforms to log file.
*
* The logic is a little odd here. We only want to log data for each
* shader target that will actually be used, and we only want to log
* it once. It's possible to have a program bound to the vertex
* shader target that also supplied a fragment shader. If that
* program isn't also bound to the fragment shader target we don't
* want to log its fragment data.
*/
sh = shProg[i]->_LinkedShaders[i];
switch (sh->Type) {
case GL_VERTEX_SHADER:
_mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base);
break;
case GL_GEOMETRY_SHADER_ARB:
_mesa_append_uniforms_to_file(sh,
&shProg[i]->GeometryProgram->Base);
break;
case GL_FRAGMENT_SHADER:
_mesa_append_uniforms_to_file(sh,
&shProg[i]->FragmentProgram->Base);
break;
}
}
for (i = 0; i < MESA_SHADER_TYPES; i++) {
if (shProg[i] != NULL)
shProg[i]->_Used = GL_TRUE;
}
}
#endif

View File

@ -2142,9 +2142,15 @@ struct gl_shader_program
struct gl_shader_state
{
/**
* Program used for rendering.
* Programs used for rendering
*
* There is a separate program set for each shader stage. If
* GL_EXT_separate_shader_objects is not supported, each of these must point
* to \c NULL or to the same program.
*/
struct gl_shader_program *CurrentProgram;
struct gl_shader_program *CurrentVertexProgram;
struct gl_shader_program *CurrentGeometryProgram;
struct gl_shader_program *CurrentFragmentProgram;
/**
* Program used by glUniform calls.

View File

@ -116,7 +116,11 @@ _mesa_init_shader_state(struct gl_context *ctx)
void
_mesa_free_shader_state(struct gl_context *ctx)
{
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL);
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentVertexProgram, NULL);
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentGeometryProgram,
NULL);
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentFragmentProgram,
NULL);
_mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
}
@ -846,7 +850,10 @@ link_program(struct gl_context *ctx, GLuint program)
if (!shProg)
return;
if (obj->Active && shProg == ctx->Shader.CurrentProgram) {
if (obj->Active
&& (shProg == ctx->Shader.CurrentVertexProgram
|| shProg == ctx->Shader.CurrentGeometryProgram
|| shProg == ctx->Shader.CurrentFragmentProgram)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glLinkProgram(transform feedback active");
return;
@ -926,6 +933,54 @@ active_program(struct gl_context *ctx, struct gl_shader_program *shProg,
}
}
/**
*/
static bool
use_shader_program(struct gl_context *ctx, GLenum type,
struct gl_shader_program *shProg)
{
struct gl_shader_program **target;
switch (type) {
#if FEATURE_ARB_vertex_shader
case GL_VERTEX_SHADER:
target = &ctx->Shader.CurrentVertexProgram;
if ((shProg == NULL)
|| (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)) {
shProg = NULL;
}
break;
#endif
#if FEATURE_ARB_geometry_shader4
case GL_GEOMETRY_SHADER_ARB:
target = &ctx->Shader.CurrentGeometryProgram;
if ((shProg == NULL)
|| (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)) {
shProg = NULL;
}
break;
#endif
#if FEATURE_ARB_fragment_shader
case GL_FRAGMENT_SHADER:
target = &ctx->Shader.CurrentFragmentProgram;
if ((shProg == NULL)
|| (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)) {
shProg = NULL;
}
break;
#endif
default:
return false;
}
if (*target != shProg) {
_mesa_reference_shader_program(ctx, target, shProg);
return true;
}
return false;
}
/**
* Use the named shader program for subsequent rendering.
*/
@ -935,6 +990,7 @@ _mesa_use_program(struct gl_context *ctx, GLuint program)
struct gl_shader_program *shProg;
struct gl_transform_feedback_object *obj =
ctx->TransformFeedback.CurrentObject;
bool changed = false;
if (obj->Active) {
_mesa_error(ctx, GL_INVALID_OPERATION,
@ -942,12 +998,6 @@ _mesa_use_program(struct gl_context *ctx, GLuint program)
return;
}
if (ctx->Shader.CurrentProgram &&
ctx->Shader.CurrentProgram->Name == program) {
/* no-op */
return;
}
if (program) {
shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
if (!shProg) {
@ -959,8 +1009,6 @@ _mesa_use_program(struct gl_context *ctx, GLuint program)
return;
}
active_program(ctx, shProg, "glUseProgram");
/* debug code */
if (ctx->Shader.Flags & GLSL_USE_PROG) {
print_shader_info(shProg);
@ -970,9 +1018,15 @@ _mesa_use_program(struct gl_context *ctx, GLuint program)
shProg = NULL;
}
if (ctx->Shader.CurrentProgram != shProg) {
changed = use_shader_program(ctx, GL_VERTEX_SHADER, shProg);
changed = use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, shProg)
|| changed;
changed = use_shader_program(ctx, GL_FRAGMENT_SHADER, shProg)
|| changed;
active_program(ctx, shProg, "glUseProgram");
if (changed) {
FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
}
if (ctx->Driver.UseProgram)
@ -1643,7 +1697,8 @@ void GLAPIENTRY
_mesa_UseShaderProgramEXT(GLenum type, GLuint program)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg;
struct gl_shader_program *shProg = NULL;
bool changed = false;
if (!validate_shader_target(ctx, type)) {
_mesa_error(ctx, GL_INVALID_ENUM, "glUseShaderProgramEXT(type)");
@ -1669,8 +1724,12 @@ _mesa_UseShaderProgramEXT(GLenum type, GLuint program)
}
}
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUseShaderProgramEXT(NOT YET IMPLEMENTED)");
changed = use_shader_program(ctx, type, shProg);
if (changed)
FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
if (ctx->Driver.UseProgram)
ctx->Driver.UseProgram(ctx, shProg);
return;
}

View File

@ -247,7 +247,9 @@ update_program_enables(struct gl_context *ctx)
static GLbitfield
update_program(struct gl_context *ctx)
{
const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
@ -269,10 +271,10 @@ update_program(struct gl_context *ctx)
* come up, or matter.
*/
if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
if (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) {
/* Use shader programs */
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
shProg->FragmentProgram);
fsProg->FragmentProgram);
}
else if (ctx->FragmentProgram._Enabled) {
/* use user-defined vertex program */
@ -292,10 +294,10 @@ update_program(struct gl_context *ctx)
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
}
if (shProg && shProg->LinkStatus && shProg->GeometryProgram) {
if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) {
/* Use shader programs */
_mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
shProg->GeometryProgram);
gsProg->GeometryProgram);
} else {
/* no fragment program */
_mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
@ -305,10 +307,10 @@ update_program(struct gl_context *ctx)
* _mesa_get_fixed_func_vertex_program() needs to know active
* fragprog inputs.
*/
if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) {
/* Use shader programs */
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
shProg->VertexProgram);
vsProg->VertexProgram);
}
else if (ctx->VertexProgram._Enabled) {
/* use user-defined vertex program */

View File

@ -310,9 +310,10 @@ static GLuint translate_tex_src_bit( GLbitfield bit )
static GLbitfield get_fp_input_mask( struct gl_context *ctx )
{
/* _NEW_PROGRAM */
const GLboolean vertexShader = (ctx->Shader.CurrentProgram &&
ctx->Shader.CurrentProgram->LinkStatus &&
ctx->Shader.CurrentProgram->VertexProgram);
const GLboolean vertexShader =
(ctx->Shader.CurrentVertexProgram &&
ctx->Shader.CurrentVertexProgram->LinkStatus &&
ctx->Shader.CurrentVertexProgram->VertexProgram);
const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
GLbitfield fp_inputs = 0x0;
@ -377,7 +378,7 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx )
* validation (see additional comments in state.c).
*/
if (vertexShader)
vprog = ctx->Shader.CurrentProgram->VertexProgram;
vprog = ctx->Shader.CurrentVertexProgram->VertexProgram;
else
vprog = ctx->VertexProgram.Current;

View File

@ -496,22 +496,27 @@ update_texture_state( struct gl_context *ctx )
struct gl_vertex_program *vprog = NULL;
GLbitfield enabledFragUnits = 0x0;
if (ctx->Shader.CurrentProgram &&
ctx->Shader.CurrentProgram->LinkStatus) {
fprog = ctx->Shader.CurrentProgram->FragmentProgram;
vprog = ctx->Shader.CurrentProgram->VertexProgram;
if (ctx->Shader.CurrentVertexProgram &&
ctx->Shader.CurrentVertexProgram->LinkStatus) {
vprog = ctx->Shader.CurrentVertexProgram->VertexProgram;
} else if (ctx->VertexProgram._Enabled) {
/* XXX enable this if/when non-shader vertex programs get
* texture fetches:
vprog = ctx->VertexProgram.Current;
*/
}
else {
if (ctx->FragmentProgram._Enabled) {
fprog = ctx->FragmentProgram.Current;
}
if (ctx->VertexProgram._Enabled) {
/* XXX enable this if/when non-shader vertex programs get
* texture fetches:
vprog = ctx->VertexProgram.Current;
*/
}
if (ctx->Shader.CurrentFragmentProgram &&
ctx->Shader.CurrentFragmentProgram->LinkStatus) {
fprog = ctx->Shader.CurrentFragmentProgram->FragmentProgram;
}
else if (ctx->FragmentProgram._Enabled) {
fprog = ctx->FragmentProgram.Current;
}
/* FINISHME: Geometry shader texture accesses should also be considered
* FINISHME: here.
*/
/* TODO: only set this if there are actual changes */
ctx->NewState |= _NEW_TEXTURE;

View File

@ -96,9 +96,8 @@ static void update_raster_state( struct st_context *st )
*/
if (ctx->VertexProgram._Current) {
if (ctx->VertexProgram._Enabled ||
(ctx->Shader.CurrentProgram &&
ctx->Shader.CurrentProgram->VertexProgram &&
ctx->Shader.CurrentProgram->LinkStatus)) {
(ctx->Shader.CurrentVertexProgram &&
ctx->Shader.CurrentVertexProgram->LinkStatus)) {
/* user-defined vertex program or shader */
raster->light_twoside = ctx->VertexProgram.TwoSideEnabled;
}

View File

@ -547,11 +547,21 @@ setup_index_buffer(struct gl_context *ctx,
static void
check_uniforms(struct gl_context *ctx)
{
const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
if (shProg && shProg->LinkStatus) {
GLuint i;
for (i = 0; i < shProg->Uniforms->NumUniforms; i++) {
const struct gl_uniform *u = &shProg->Uniforms->Uniforms[i];
struct gl_shader_program *shProg[3] = {
ctx->Shader.CurrentVertexProgram,
ctx->Shader.CurrentGeometryProgram,
ctx->Shader.CurrentFragmentProgram,
};
unsigned j;
for (j = 0; j < 3; j++) {
unsigned i;
if (shProg[j] == NULL || !shProg[j]->LinkStatus)
continue;
for (i = 0; i < shProg[j]->Uniforms->NumUniforms; i++) {
const struct gl_uniform *u = &shProg[j]->Uniforms->Uniforms[i];
if (!u->Initialized) {
_mesa_warning(ctx,
"Using shader with uninitialized uniform: %s",

View File

@ -718,12 +718,38 @@ st_translate_geometry_program(struct st_context *st,
void
st_print_shaders(struct gl_context *ctx)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
if (shProg) {
GLuint i;
for (i = 0; i < shProg->NumShaders; i++) {
printf("GLSL shader %u of %u:\n", i, shProg->NumShaders);
printf("%s\n", shProg->Shaders[i]->Source);
struct gl_shader_program *shProg[3] = {
ctx->Shader.CurrentVertexProgram,
ctx->Shader.CurrentGeometryProgram,
ctx->Shader.CurrentFragmentProgram,
};
unsigned j;
for (j = 0; j < 3; j++) {
unsigned i;
if (shProg[j] == NULL)
continue;
for (i = 0; i < shProg[j]->NumShaders; i++) {
struct gl_shader *sh;
switch (shProg[j]->Shaders[i]->Type) {
case GL_VERTEX_SHADER:
sh = (i != 0) ? NULL : shProg[j]->Shaders[i];
break;
case GL_GEOMETRY_SHADER_ARB:
sh = (i != 1) ? NULL : shProg[j]->Shaders[i];
break;
case GL_FRAGMENT_SHADER:
sh = (i != 2) ? NULL : shProg[j]->Shaders[i];
break;
}
if (sh != NULL) {
printf("GLSL shader %u of %u:\n", i, shProg[j]->NumShaders);
printf("%s\n", sh->Source);
}
}
}
}

View File

@ -169,7 +169,7 @@ init_machine(struct gl_context *ctx, struct gl_program_machine *machine,
machine->Samplers = program->Base.SamplerUnits;
/* if running a GLSL program (not ARB_fragment_program) */
if (ctx->Shader.CurrentProgram) {
if (ctx->Shader.CurrentFragmentProgram) {
/* Store front/back facing value */
machine->Attribs[FRAG_ATTRIB_FACE][col][0] = 1.0F - span->facing;
}