/**
* Print a single vertex/fragment program instruction.
*/
-static GLint
+GLint
_mesa_fprint_instruction_opt(FILE *f,
const struct prog_instruction *inst,
GLint indent,
return;
}
- fprintf(f, "/* Shader %u source */\n", shader->Name);
+ fprintf(f, "/* Shader %u source, checksum %u */\n", shader->Name, shader->SourceChecksum);
fputs(shader->Source, f);
fprintf(f, "\n");
}
+/**
+ * Append the shader's uniform info/values to the shader log file.
+ * The log file will typically have been created by the
+ * _mesa_write_shader_to_file function.
+ */
+void
+_mesa_append_uniforms_to_file(const struct gl_shader *shader,
+ const struct gl_program *prog)
+{
+ const char *type;
+ char filename[100];
+ FILE *f;
+
+ if (shader->Type == GL_FRAGMENT_SHADER)
+ type = "frag";
+ else
+ type = "vert";
+
+ _mesa_snprintf(filename, sizeof(filename), "shader_%u.%s", shader->Name, type);
+ f = fopen(filename, "a"); /* append */
+ if (!f) {
+ fprintf(stderr, "Unable to open %s for appending\n", filename);
+ return;
+ }
+
+ fprintf(f, "/* First-draw parameters / constants */\n");
+ fprintf(f, "/*\n");
+ _mesa_fprint_parameter_list(f, prog->Parameters);
+ fprintf(f, "*/\n");
+
+ fclose(f);
+}