#include "program/program.h"
#include "program/programopt.h"
#include "tnl/tnl.h"
-#include "talloc.h"
+#include "../glsl/ralloc.h"
#include "brw_context.h"
#include "brw_wm.h"
-static void brwBindProgram( GLcontext *ctx,
+static void brwBindProgram( struct gl_context *ctx,
GLenum target,
struct gl_program *prog )
{
}
}
-static struct gl_program *brwNewProgram( GLcontext *ctx,
+static struct gl_program *brwNewProgram( struct gl_context *ctx,
GLenum target,
GLuint id )
{
}
}
-static void brwDeleteProgram( GLcontext *ctx,
+static void brwDeleteProgram( struct gl_context *ctx,
struct gl_program *prog )
{
_mesa_delete_program( ctx, prog );
}
-static GLboolean brwIsProgramNative( GLcontext *ctx,
+static GLboolean brwIsProgramNative( struct gl_context *ctx,
GLenum target,
struct gl_program *prog )
{
}
static void
-shader_error(GLcontext *ctx, struct gl_program *prog, const char *msg)
+shader_error(struct gl_context *ctx, struct gl_program *prog, const char *msg)
{
struct gl_shader_program *shader;
shader = _mesa_lookup_shader_program(ctx, prog->Id);
if (shader) {
- shader->InfoLog = talloc_strdup_append(shader->InfoLog, msg);
+ ralloc_strcat(&shader->InfoLog, msg);
shader->LinkStatus = GL_FALSE;
}
}
-static GLboolean brwProgramStringNotify( GLcontext *ctx,
+static GLboolean brwProgramStringNotify( struct gl_context *ctx,
GLenum target,
struct gl_program *prog )
{
struct brw_fragment_program *newFP = brw_fragment_program(fprog);
const struct brw_fragment_program *curFP =
brw_fragment_program_const(brw->fragment_program);
+ struct gl_shader_program *shader_program;
if (fprog->FogOption) {
- _mesa_append_fog_code(ctx, fprog);
+ _mesa_append_fog_code(ctx, fprog, GL_TRUE);
fprog->FogOption = GL_NONE;
}
if (newFP == curFP)
brw->state.dirty.brw |= BRW_NEW_FRAGMENT_PROGRAM;
newFP->id = brw->program_id++;
- newFP->isGLSL = brw_wm_is_glsl(fprog);
+
+ /* Don't reject fragment shaders for their Mesa IR state when we're
+ * using the new FS backend.
+ */
+ shader_program = _mesa_lookup_shader_program(ctx, prog->Id);
+ if (shader_program
+ && shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
+ return GL_TRUE;
+ }
}
else if (target == GL_VERTEX_PROGRAM_ARB) {
struct gl_vertex_program *vprog = (struct gl_vertex_program *) prog;
functions->DeleteProgram = brwDeleteProgram;
functions->IsProgramNative = brwIsProgramNative;
functions->ProgramStringNotify = brwProgramStringNotify;
+
+ functions->NewShader = brw_new_shader;
+ functions->NewShaderProgram = brw_new_shader_program;
+ functions->LinkShader = brw_link_shader;
}