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>
This commit is contained in:
Kenneth Graunke 2014-06-30 17:55:32 -07:00
parent 272e36e229
commit e3b16294cb
1 changed files with 1 additions and 1 deletions

View File

@ -217,6 +217,7 @@ _mesa_meta_compile_and_link_program(struct gl_context *ctx,
fs_source);
*program = _mesa_CreateProgram();
_mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
_mesa_AttachShader(*program, fs);
_mesa_DeleteShader(fs);
_mesa_AttachShader(*program, vs);
@ -224,7 +225,6 @@ _mesa_meta_compile_and_link_program(struct gl_context *ctx,
_mesa_BindAttribLocation(*program, 0, "position");
_mesa_BindAttribLocation(*program, 1, "texcoords");
_mesa_meta_link_program_with_debug(ctx, *program);
_mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
_mesa_UseProgram(*program);
}