#include "main/mtypes.h"
#include "main/arbprogram.h"
#include "main/shaderapi.h"
+#include "main/state.h"
#include "program/arbprogparse.h"
#include "program/program.h"
#include "program/prog_print.h"
_mesa_reference_program(ctx, &ctx->FragmentProgram.Current, newProg);
}
+ _mesa_update_vertex_processing_mode(ctx);
+
/* Never null pointers */
assert(ctx->VertexProgram.Current);
assert(ctx->FragmentProgram.Current);
return;
}
+#ifdef ENABLE_SHADER_CACHE
+ GLcharARB *replacement;
+
+ gl_shader_stage stage = _mesa_program_enum_to_shader_stage(target);
+
+ /* Dump original shader source to MESA_SHADER_DUMP_PATH and replace
+ * if corresponding entry found from MESA_SHADER_READ_PATH.
+ */
+ _mesa_dump_shader_source(stage, string);
+
+ replacement = _mesa_read_shader_source(stage, string);
+ if (replacement)
+ string = replacement;
+#endif /* ENABLE_SHADER_CACHE */
+
if (target == GL_VERTEX_PROGRAM_ARB && ctx->Extensions.ARB_vertex_program) {
prog = ctx->VertexProgram.Current;
_mesa_parse_arb_vertex_program(ctx, target, string, len, prog);
}
}
+ _mesa_update_vertex_processing_mode(ctx);
+
if (ctx->_Shader->Flags & GLSL_DUMP) {
const char *shader_type =
target == GL_FRAGMENT_PROGRAM_ARB ? "fragment" : "vertex";