mesa/glsl: set num_textures per stage directly in shader_info
[mesa.git] / src / mesa / main / ff_fragment_shader.cpp
index e10a93b32f91f3e6d179e0d9c3e303c9b6feb464..48b84e8fd7324211b178428d418b75521c2f2030 100644 (file)
@@ -990,7 +990,7 @@ static void load_texture( texenv_fragment_program *p, GLuint unit )
 
    if (p->state->unit[unit].shadow) {
       texcoord = texcoord->clone(p->mem_ctx, NULL);
-      tex->shadow_comparitor = new(p->mem_ctx) ir_swizzle(texcoord,
+      tex->shadow_comparator = new(p->mem_ctx) ir_swizzle(texcoord,
                                                          coords, 0, 0, 0,
                                                          1);
       coords++;
@@ -1202,6 +1202,9 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
 
    p.mem_ctx = ralloc_context(NULL);
    p.shader = _mesa_new_shader(0, MESA_SHADER_FRAGMENT);
+#ifdef DEBUG
+   p.shader->SourceChecksum = 0xf18ed; /* fixed */
+#endif
    p.shader->ir = new(p.shader) exec_list;
    state = new(p.shader) _mesa_glsl_parse_state(ctx, MESA_SHADER_FRAGMENT,
                                                p.shader);
@@ -1251,9 +1254,13 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
    const struct gl_shader_compiler_options *options =
       &ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
 
-   while (do_common_optimization(p.shader->ir, false, false, options,
-                                 ctx->Const.NativeIntegers))
-      ;
+   /* Conservative approach: Don't optimize here, the linker does it too. */
+   if (!ctx->Const.GLSLOptimizeConservatively) {
+      while (do_common_optimization(p.shader->ir, false, false, options,
+                                    ctx->Const.NativeIntegers))
+         ;
+   }
+
    reparent_ir(p.shader->ir, p.shader->ir);
 
    p.shader->CompileStatus = true;