glsl: Set up uniform initializers by walking the shaders after linking.

Previously, uniform initializers were handled by ir_to_mesa as it made
its Parameters list.  However, uniform values are global to all
shaders, and the value set in one Parameters list wasn't propagated to
the other gl_program->Parameters lists.  By going back through the
general Mesa uniform handling, we make sure that all gl_programs get
updated values, and also successfully separate uniform initializer
handling from ir_to_mesa gl_program generation.

Fixes:
glsl-uniform-initializer-5.
This commit is contained in:
Eric Anholt 2010-08-24 15:43:56 -07:00
parent 7de4d8fe11
commit 2f5bf20e44
3 changed files with 180 additions and 121 deletions

View file

@ -454,17 +454,12 @@ _mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
* The return value will encode two values, the uniform location and an
* offset (used for arrays, structs).
*/
static GLint
_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
GLint
_mesa_get_uniform_location(GLcontext *ctx, struct gl_shader_program *shProg,
const GLchar *name)
{
GLint offset = 0, location = -1;
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation");
if (!shProg)
return -1;
if (shProg->LinkStatus == GL_FALSE) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
return -1;
@ -751,11 +746,11 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program,
/**
* Called via glUniform*() functions.
*/
static void
_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
void
_mesa_uniform(GLcontext *ctx, struct gl_shader_program *shProg,
GLint location, GLsizei count,
const GLvoid *values, GLenum type)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
struct gl_uniform *uniform;
GLint elems, offset;
@ -923,12 +918,12 @@ set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
* Called by glUniformMatrix*() functions.
* Note: cols=2, rows=4 ==> array[2] of vec4
*/
static void
_mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
void
_mesa_uniform_matrix(GLcontext *ctx, struct gl_shader_program *shProg,
GLint cols, GLint rows,
GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
struct gl_uniform *uniform;
GLint offset;
@ -999,7 +994,7 @@ void GLAPIENTRY
_mesa_Uniform1fARB(GLint location, GLfloat v0)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, 1, &v0, GL_FLOAT);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_FLOAT);
}
void GLAPIENTRY
@ -1009,7 +1004,7 @@ _mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1)
GLfloat v[2];
v[0] = v0;
v[1] = v1;
_mesa_uniform(ctx, location, 1, v, GL_FLOAT_VEC2);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC2);
}
void GLAPIENTRY
@ -1020,7 +1015,7 @@ _mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
v[0] = v0;
v[1] = v1;
v[2] = v2;
_mesa_uniform(ctx, location, 1, v, GL_FLOAT_VEC3);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC3);
}
void GLAPIENTRY
@ -1033,14 +1028,14 @@ _mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
v[1] = v1;
v[2] = v2;
v[3] = v3;
_mesa_uniform(ctx, location, 1, v, GL_FLOAT_VEC4);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1iARB(GLint location, GLint v0)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, 1, &v0, GL_INT);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_INT);
}
void GLAPIENTRY
@ -1050,7 +1045,7 @@ _mesa_Uniform2iARB(GLint location, GLint v0, GLint v1)
GLint v[2];
v[0] = v0;
v[1] = v1;
_mesa_uniform(ctx, location, 1, v, GL_INT_VEC2);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC2);
}
void GLAPIENTRY
@ -1061,7 +1056,7 @@ _mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)
v[0] = v0;
v[1] = v1;
v[2] = v2;
_mesa_uniform(ctx, location, 1, v, GL_INT_VEC3);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC3);
}
void GLAPIENTRY
@ -1073,63 +1068,63 @@ _mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
v[1] = v1;
v[2] = v2;
v[3] = v3;
_mesa_uniform(ctx, location, 1, v, GL_INT_VEC4);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_FLOAT);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT);
}
void GLAPIENTRY
_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_FLOAT_VEC2);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_FLOAT_VEC3);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_FLOAT_VEC4);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_INT);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT);
}
void GLAPIENTRY
_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_INT_VEC2);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_INT_VEC3);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_INT_VEC4);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC4);
}
@ -1138,7 +1133,7 @@ void GLAPIENTRY
_mesa_Uniform1ui(GLint location, GLuint v0)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, 1, &v0, GL_UNSIGNED_INT);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_UNSIGNED_INT);
}
void GLAPIENTRY
@ -1148,7 +1143,7 @@ _mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1)
GLuint v[2];
v[0] = v0;
v[1] = v1;
_mesa_uniform(ctx, location, 1, v, GL_UNSIGNED_INT_VEC2);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
}
void GLAPIENTRY
@ -1159,7 +1154,7 @@ _mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
v[0] = v0;
v[1] = v1;
v[2] = v2;
_mesa_uniform(ctx, location, 1, v, GL_UNSIGNED_INT_VEC3);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
}
void GLAPIENTRY
@ -1171,35 +1166,35 @@ _mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
v[1] = v1;
v[2] = v2;
v[3] = v3;
_mesa_uniform(ctx, location, 1, v, GL_UNSIGNED_INT_VEC4);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_UNSIGNED_INT);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT);
}
void GLAPIENTRY
_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_UNSIGNED_INT_VEC2);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_UNSIGNED_INT_VEC3);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_UNSIGNED_INT_VEC4);
_mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
}
@ -1209,7 +1204,8 @@ _mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 2, 2, location, count, transpose, value);
_mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
2, 2, location, count, transpose, value);
}
void GLAPIENTRY
@ -1217,7 +1213,8 @@ _mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 3, 3, location, count, transpose, value);
_mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
3, 3, location, count, transpose, value);
}
void GLAPIENTRY
@ -1225,7 +1222,8 @@ _mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 4, 4, location, count, transpose, value);
_mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
4, 4, location, count, transpose, value);
}
@ -1237,7 +1235,8 @@ _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 2, 3, location, count, transpose, value);
_mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
2, 3, location, count, transpose, value);
}
void GLAPIENTRY
@ -1245,7 +1244,8 @@ _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 3, 2, location, count, transpose, value);
_mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
3, 2, location, count, transpose, value);
}
void GLAPIENTRY
@ -1253,7 +1253,8 @@ _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 2, 4, location, count, transpose, value);
_mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
2, 4, location, count, transpose, value);
}
void GLAPIENTRY
@ -1261,7 +1262,8 @@ _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 4, 2, location, count, transpose, value);
_mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
4, 2, location, count, transpose, value);
}
void GLAPIENTRY
@ -1269,7 +1271,8 @@ _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 3, 4, location, count, transpose, value);
_mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
3, 4, location, count, transpose, value);
}
void GLAPIENTRY
@ -1277,7 +1280,8 @@ _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 4, 3, location, count, transpose, value);
_mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
4, 3, location, count, transpose, value);
}
@ -1300,8 +1304,16 @@ _mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params)
GLint GLAPIENTRY
_mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
{
struct gl_shader_program *shProg;
GET_CURRENT_CONTEXT(ctx);
return _mesa_get_uniform_location(ctx, programObj, name);
shProg = _mesa_lookup_shader_program_err(ctx, programObj,
"glGetUniformLocation");
if (!shProg)
return -1;
return _mesa_get_uniform_location(ctx, shProg, name);
}

View file

@ -150,7 +150,20 @@ _mesa_GetUniformivARB(GLhandleARB, GLint, GLint *);
extern GLint GLAPIENTRY
_mesa_GetUniformLocationARB(GLhandleARB, const GLcharARB *);
GLint
_mesa_get_uniform_location(GLcontext *ctx, struct gl_shader_program *shProg,
const GLchar *name);
void
_mesa_uniform(GLcontext *ctx, struct gl_shader_program *shader_program,
GLint location, GLsizei count,
const GLvoid *values, GLenum type);
void
_mesa_uniform_matrix(GLcontext *ctx, struct gl_shader_program *shProg,
GLint cols, GLint rows,
GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values);
extern void
_mesa_update_shader_textures_used(struct gl_program *prog);

View file

@ -261,12 +261,10 @@ public:
int mul_operand);
int add_uniform(const char *name,
const glsl_type *type,
ir_constant *constant);
const glsl_type *type);
void add_aggregate_uniform(ir_instruction *ir,
const char *name,
const struct glsl_type *type,
ir_constant *constant,
struct ir_to_mesa_dst_reg temp);
struct hash_table *sampler_map;
@ -1307,8 +1305,7 @@ get_builtin_matrix_ref(void *mem_ctx, struct gl_program *prog, ir_variable *var,
int
ir_to_mesa_visitor::add_uniform(const char *name,
const glsl_type *type,
ir_constant *constant)
const glsl_type *type)
{
int len;
@ -1319,65 +1316,11 @@ ir_to_mesa_visitor::add_uniform(const char *name,
len = type_size(type) * 4;
}
float *values = NULL;
if (constant && type->is_array()) {
values = (float *)malloc(type->length * 4 * sizeof(float));
assert(type->fields.array->is_scalar() ||
type->fields.array->is_vector() ||
!"FINISHME: uniform array initializers for non-vector");
for (unsigned int i = 0; i < type->length; i++) {
ir_constant *element = constant->array_elements[i];
unsigned int c;
for (c = 0; c < type->fields.array->vector_elements; c++) {
switch (type->fields.array->base_type) {
case GLSL_TYPE_FLOAT:
values[4 * i + c] = element->value.f[c];
break;
case GLSL_TYPE_INT:
values[4 * i + c] = element->value.i[c];
break;
case GLSL_TYPE_UINT:
values[4 * i + c] = element->value.u[c];
break;
case GLSL_TYPE_BOOL:
values[4 * i + c] = element->value.b[c];
break;
default:
assert(!"not reached");
}
}
}
} else if (constant) {
values = (float *)malloc(16 * sizeof(float));
for (unsigned int i = 0; i < type->components(); i++) {
switch (type->base_type) {
case GLSL_TYPE_FLOAT:
values[i] = constant->value.f[i];
break;
case GLSL_TYPE_INT:
values[i] = constant->value.i[i];
break;
case GLSL_TYPE_UINT:
values[i] = constant->value.u[i];
break;
case GLSL_TYPE_BOOL:
values[i] = constant->value.b[i];
break;
default:
assert(!"not reached");
}
}
}
int loc = _mesa_add_uniform(this->prog->Parameters,
name,
len,
type->gl_type,
values);
free(values);
NULL);
return loc;
}
@ -1389,17 +1332,12 @@ void
ir_to_mesa_visitor::add_aggregate_uniform(ir_instruction *ir,
const char *name,
const struct glsl_type *type,
ir_constant *constant,
struct ir_to_mesa_dst_reg temp)
{
int loc;
if (type->is_record()) {
void *mem_ctx = talloc_new(NULL);
ir_constant *field_constant = NULL;
if (constant)
field_constant = (ir_constant *)constant->components.get_head();
for (unsigned int i = 0; i < type->length; i++) {
const glsl_type *field_type = type->fields.structure[i].type;
@ -1407,11 +1345,8 @@ ir_to_mesa_visitor::add_aggregate_uniform(ir_instruction *ir,
add_aggregate_uniform(ir,
talloc_asprintf(mem_ctx, "%s.%s", name,
type->fields.structure[i].name),
field_type, field_constant, temp);
field_type, temp);
temp.index += type_size(field_type);
if (constant)
field_constant = (ir_constant *)field_constant->next;
}
talloc_free(mem_ctx);
@ -1421,7 +1356,7 @@ ir_to_mesa_visitor::add_aggregate_uniform(ir_instruction *ir,
assert(type->is_vector() || type->is_scalar() || !"FINISHME: other types");
loc = add_uniform(name, type, constant);
loc = add_uniform(name, type);
ir_to_mesa_src_reg uniform(PROGRAM_UNIFORM, loc, type);
@ -1485,14 +1420,12 @@ ir_to_mesa_visitor::visit(ir_dereference_variable *ir)
this->variables.push_tail(entry);
add_aggregate_uniform(ir->var, ir->var->name, ir->var->type,
ir->var->constant_value,
ir_to_mesa_dst_reg_from_src(temp));
break;
}
loc = add_uniform(ir->var->name,
ir->var->type,
ir->var->constant_value);
ir->var->type);
/* Always mark the uniform used at this point. If it isn't
* used, dead code elimination should have nuked the decl already.
@ -2433,6 +2366,105 @@ link_uniforms_to_shared_uniform_list(struct gl_uniform_list *uniforms,
}
}
static void
set_uniform_initializer(GLcontext *ctx, void *mem_ctx,
struct gl_shader_program *shader_program,
const char *name, const glsl_type *type,
ir_constant *val)
{
if (type->is_record()) {
ir_constant *field_constant;
field_constant = (ir_constant *)val->components.get_head();
for (unsigned int i = 0; i < type->length; i++) {
const glsl_type *field_type = type->fields.structure[i].type;
const char *field_name = talloc_asprintf(mem_ctx, "%s.%s", name,
type->fields.structure[i].name);
set_uniform_initializer(ctx, mem_ctx, shader_program, field_name,
field_type, field_constant);
field_constant = (ir_constant *)field_constant->next;
}
return;
}
int loc = _mesa_get_uniform_location(ctx, shader_program, name);
if (loc == -1) {
shader_program->InfoLog =
talloc_asprintf_append(shader_program->InfoLog,
"Couldn't find uniform for "
"initializer %s\n", name);
shader_program->LinkStatus = false;
abort();
}
for (unsigned int i = 0; i < (type->is_array() ? type->length : 1); i++) {
ir_constant *element;
const glsl_type *element_type;
if (type->is_array()) {
element = val->array_elements[i];
element_type = type->fields.array;
} else {
element = val;
element_type = type;
}
void *values;
if (element_type->base_type == GLSL_TYPE_BOOL) {
int *conv = talloc_array(mem_ctx, int, element_type->components());
for (unsigned int j = 0; j < element_type->components(); j++) {
conv[j] = element->value.b[j];
}
values = (void *)conv;
element_type = glsl_type::get_instance(GLSL_TYPE_INT,
element_type->vector_elements,
1);
} else {
values = &element->value;
}
if (element_type->is_matrix()) {
_mesa_uniform_matrix(ctx, shader_program,
element_type->matrix_columns,
element_type->vector_elements,
loc, 1, GL_FALSE, (GLfloat *)values);
loc += element_type->matrix_columns;
} else {
_mesa_uniform(ctx, shader_program, loc, element_type->matrix_columns,
values, element_type->gl_type);
loc += type_size(element_type);
}
}
}
static void
set_uniform_initializers(GLcontext *ctx,
struct gl_shader_program *shader_program)
{
void *mem_ctx = NULL;
for (unsigned int i = 0; i < shader_program->_NumLinkedShaders; i++) {
struct gl_shader *shader = shader_program->_LinkedShaders[i];
foreach_iter(exec_list_iterator, iter, *shader->ir) {
ir_instruction *ir = (ir_instruction *)iter.get();
ir_variable *var = ir->as_variable();
if (!var || var->mode != ir_var_uniform || !var->constant_value)
continue;
if (!mem_ctx)
mem_ctx = talloc_new(NULL);
set_uniform_initializer(ctx, mem_ctx, shader_program, var->name,
var->type, var->constant_value);
}
}
talloc_free(mem_ctx);
}
struct gl_program *
get_mesa_program(GLcontext *ctx, struct gl_shader_program *shader_program,
struct gl_shader *shader)
@ -2780,6 +2812,8 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
}
}
set_uniform_initializers(ctx, prog);
if (ctx->Shader.Flags & GLSL_DUMP) {
if (!prog->LinkStatus) {
printf("GLSL shader program %d failed to link\n", prog->Name);