get_handle(struct gl_context *ctx, GLenum pname)
{
if (pname == GL_PROGRAM_OBJECT_ARB) {
- if (ctx->Shader.ActiveProgram)
- return ctx->Shader.ActiveProgram->Name;
+ if (ctx->_Shader->ActiveProgram)
+ return ctx->_Shader->ActiveProgram->Name;
else
return 0;
}
*/
sh->CompileStatus = GL_FALSE;
} else {
- if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
fprintf(stderr, "GLSL source for %s shader %d:\n",
_mesa_shader_stage_to_string(sh->Stage), sh->Name);
fprintf(stderr, "%s\n", sh->Source);
*/
_mesa_glsl_compile_shader(ctx, sh, false, false);
- if (ctx->Shader.Flags & GLSL_LOG) {
+ if (ctx->_Shader->Flags & GLSL_LOG) {
_mesa_write_shader_to_file(sh);
}
- if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
if (sh->CompileStatus) {
fprintf(stderr, "GLSL IR for shader %d:\n", sh->Name);
_mesa_print_ir(stderr, sh->ir, NULL);
}
if (!sh->CompileStatus) {
- if (ctx->Shader.Flags & GLSL_DUMP_ON_ERROR) {
+ if (ctx->_Shader->Flags & GLSL_DUMP_ON_ERROR) {
fprintf(stderr, "GLSL source for %s shader %d:\n",
_mesa_shader_stage_to_string(sh->Stage), sh->Name);
fprintf(stderr, "%s\n", sh->Source);
fflush(stderr);
}
- if (ctx->Shader.Flags & GLSL_REPORT_ERRORS) {
+ if (ctx->_Shader->Flags & GLSL_REPORT_ERRORS) {
_mesa_debug(ctx, "Error compiling shader %u:\n%s\n",
sh->Name, sh->InfoLog);
}
_mesa_glsl_link_shader(ctx, shProg);
if (shProg->LinkStatus == GL_FALSE &&
- (ctx->Shader.Flags & GLSL_REPORT_ERRORS)) {
+ (ctx->_Shader->Flags & GLSL_REPORT_ERRORS)) {
_mesa_debug(ctx, "Error linking program %u:\n%s\n",
shProg->Name, shProg->InfoLog);
}
*/
static void
use_shader_program(struct gl_context *ctx, GLenum type,
- struct gl_shader_program *shProg)
+ struct gl_shader_program *shProg,
+ struct gl_pipeline_object *shTarget)
{
struct gl_shader_program **target;
gl_shader_stage stage = _mesa_shader_enum_to_shader_stage(type);
- target = &ctx->Shader.CurrentProgram[stage];
+ target = &shTarget->CurrentProgram[stage];
if ((shProg == NULL) || (shProg->_LinkedShaders[stage] == NULL))
shProg = NULL;
if (*target != shProg) {
- FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
+ /* Program is current, flush it */
+ if (shTarget == ctx->_Shader) {
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
+ }
/* If the shader is also bound as the current rendering shader, unbind
* it from that binding point as well. This ensures that the correct
/* Empty for now. */
break;
case GL_FRAGMENT_SHADER:
- if (*target == ctx->Shader._CurrentFragmentProgram) {
+ if (*target == ctx->_Shader->_CurrentFragmentProgram) {
_mesa_reference_shader_program(ctx,
- &ctx->Shader._CurrentFragmentProgram,
+ &ctx->_Shader->_CurrentFragmentProgram,
NULL);
}
break;
void
_mesa_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
{
- use_shader_program(ctx, GL_VERTEX_SHADER, shProg);
- use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, shProg);
- use_shader_program(ctx, GL_FRAGMENT_SHADER, shProg);
- use_shader_program(ctx, GL_COMPUTE_SHADER, shProg);
+ use_shader_program(ctx, GL_VERTEX_SHADER, shProg, &ctx->Shader);
+ use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, shProg, &ctx->Shader);
+ use_shader_program(ctx, GL_FRAGMENT_SHADER, shProg, &ctx->Shader);
+ use_shader_program(ctx, GL_COMPUTE_SHADER, shProg, &ctx->Shader);
_mesa_active_program(ctx, shProg, "glUseProgram");
if (ctx->Driver.UseProgram)
}
/* debug code */
- if (ctx->Shader.Flags & GLSL_USE_PROG) {
+ if (ctx->_Shader->Flags & GLSL_USE_PROG) {
print_shader_info(shProg);
}
}
void
_mesa_use_shader_program(struct gl_context *ctx, GLenum type,
- struct gl_shader_program *shProg)
+ struct gl_shader_program *shProg,
+ struct gl_pipeline_object *shTarget)
{
- use_shader_program(ctx, type, shProg);
+ use_shader_program(ctx, type, shProg, shTarget);
if (ctx->Driver.UseProgram)
ctx->Driver.UseProgram(ctx, shProg);
/* Attach shader state to the binding point */
_mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
/* Update the program */
- _mesa_use_shader_program(ctx, type, shProg);
+ _mesa_use_shader_program(ctx, type, shProg, ctx->_Shader);
} else {
/* Must be done first: detach the progam */
- _mesa_use_shader_program(ctx, type, shProg);
+ _mesa_use_shader_program(ctx, type, shProg, ctx->_Shader);
/* Nothing remains current */
- if (!ctx->Shader.CurrentVertexProgram &&
- !ctx->Shader.CurrentGeometryProgram &&
- !ctx->Shader.CurrentFragmentProgram &&
+ if (!ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] &&
+ !ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY] &&
+ !ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] &&
!ctx->Shader.ActiveProgram) {
/* Unattach shader_state binding point */
_mesa_active_program(ctx, shProg, "glActiveProgramEXT");
/* Nothing remains current */
- if (!ctx->Shader.CurrentVertexProgram && !ctx->Shader.CurrentGeometryProgram &&
- !ctx->Shader.CurrentFragmentProgram && !ctx->Shader.ActiveProgram) {
+ if (!ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] &&
+ !ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY] &&
+ !ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] &&
+ !ctx->Shader.ActiveProgram) {
/* Unattach shader_state binding point */
_mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default);