meta: Call glObjectLabel before linking.
i965 precompiles shaders at link time, and prints a disassembly if INTEL_DEBUG=vs,gs,fs, including the shader name. However, blit shaders were showing up as "unnamed" since we hadn't set a name prior to linking. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
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@ -217,6 +217,7 @@ _mesa_meta_compile_and_link_program(struct gl_context *ctx,
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fs_source);
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*program = _mesa_CreateProgram();
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_mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
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_mesa_AttachShader(*program, fs);
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_mesa_DeleteShader(fs);
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_mesa_AttachShader(*program, vs);
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@ -224,7 +225,6 @@ _mesa_meta_compile_and_link_program(struct gl_context *ctx,
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_mesa_BindAttribLocation(*program, 0, "position");
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_mesa_BindAttribLocation(*program, 1, "texcoords");
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_mesa_meta_link_program_with_debug(ctx, *program);
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_mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
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_mesa_UseProgram(*program);
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}
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