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mesa: pass gl_program to _mesa_append_uniforms_to_file()
This now contains everything we need. Reviewed-by: Eric Anholt <eric@anholt.net>
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b51bfbdd85
commit
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3 changed files with 4 additions and 5 deletions
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@ -210,7 +210,7 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
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* program isn't also bound to the fragment shader target we don't
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* want to log its fragment data.
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*/
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_mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
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_mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]->Program);
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}
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for (i = 0; i < MESA_SHADER_STAGES; i++) {
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@ -1001,14 +1001,13 @@ _mesa_write_shader_to_file(const struct gl_shader *shader)
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* _mesa_write_shader_to_file function.
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*/
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void
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_mesa_append_uniforms_to_file(const struct gl_linked_shader *shader)
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_mesa_append_uniforms_to_file(const struct gl_program *prog)
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{
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const struct gl_program *const prog = shader->Program;
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const char *type;
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char filename[100];
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FILE *f;
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if (shader->Stage == MESA_SHADER_FRAGMENT)
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if (prog->info.stage == MESA_SHADER_FRAGMENT)
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type = "frag";
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else
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type = "vert";
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@ -118,7 +118,7 @@ extern void
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_mesa_write_shader_to_file(const struct gl_shader *shader);
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extern void
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_mesa_append_uniforms_to_file(const struct gl_linked_shader *shader);
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_mesa_append_uniforms_to_file(const struct gl_program *prog);
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#ifdef __cplusplus
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