* are generated by the GLSL compiler.
*/
ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
+ ctx->Shader.EmitContReturn = GL_TRUE;
ctx->Shader.EmitCondCodes = GL_FALSE;
ctx->Shader.EmitComments = GL_FALSE;
ctx->Shader.Flags = get_shader_flags();
}
sh->Source = source;
sh->CompileStatus = GL_FALSE;
+#ifdef DEBUG
+ sh->SourceChecksum = _mesa_str_checksum(sh->Source);
+#endif
}
return;
}
- FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
if (program) {
shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
GLuint i;
_mesa_printf("Use Shader %u\n", shProg->Name);
for (i = 0; i < shProg->NumShaders; i++) {
- _mesa_printf(" shader %u, type 0x%x\n",
+ _mesa_printf(" shader %u, type 0x%x, checksum %u\n",
shProg->Shaders[i]->Name,
- shProg->Shaders[i]->Type);
+ shProg->Shaders[i]->Type,
+ shProg->Shaders[i]->SourceChecksum);
}
+ if (shProg->VertexProgram)
+ printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
+ if (shProg->FragmentProgram)
+ printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
}
}
else {
return;
}
- FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
uniform = &shProg->Uniforms->Uniforms[location];
return;
}
- FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
uniform = &shProg->Uniforms->Uniforms[location];