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mesa: append uniform values to the log file the first time we use a shader
This info is essential to using/debugging a shader outside of its normal application.
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2 changed files with 28 additions and 0 deletions
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@ -150,6 +150,7 @@
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#include "glapi/glapioffsets.h"
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#include "glapi/glapitable.h"
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#include "shader/program.h"
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#include "shader/prog_print.h"
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#include "shader/shader_api.h"
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#if FEATURE_ATI_fragment_shader
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#include "shader/atifragshader.h"
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@ -1614,6 +1615,32 @@ _mesa_valid_to_render(GLcontext *ctx, const char *where)
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return GL_FALSE;
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}
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#ifdef DEBUG
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if (ctx->Shader.Flags & GLSL_LOG) {
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struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
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if (shProg) {
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if (!shProg->_Used) {
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/* This is the first time this shader is being used.
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* Append shader's constants/uniforms to log file.
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*/
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GLuint i;
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for (i = 0; i < shProg->NumShaders; i++) {
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struct gl_shader *sh = shProg->Shaders[i];
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if (sh->Type == GL_VERTEX_SHADER) {
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_mesa_append_uniforms_to_file(sh,
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&shProg->VertexProgram->Base);
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}
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else if (sh->Type == GL_FRAGMENT_SHADER) {
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_mesa_append_uniforms_to_file(sh,
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&shProg->FragmentProgram->Base);
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}
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}
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shProg->_Used = GL_TRUE;
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}
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}
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}
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#endif
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return GL_TRUE;
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}
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@ -2037,6 +2037,7 @@ struct gl_shader_program
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struct gl_program_parameter_list *Varying;
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GLboolean LinkStatus; /**< GL_LINK_STATUS */
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GLboolean Validated;
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GLboolean _Used; /**< Ever used for drawing? */
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GLchar *InfoLog;
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};
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