glsl: remove duplicate frag input entry
[mesa.git] / src / mesa / shader / shader_api.c
index a8390d30942796df7095d3cad392a05af6ad9391..9cfc6dd81c58dc17c4fecef5a4903559867c0907 100644 (file)
@@ -402,6 +402,7 @@ _mesa_init_shader_state(GLcontext * ctx)
     * 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();
@@ -1430,6 +1431,9 @@ _mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
    }
    sh->Source = source;
    sh->CompileStatus = GL_FALSE;
+#ifdef DEBUG
+   sh->SourceChecksum = _mesa_str_checksum(sh->Source);
+#endif
 }
 
 
@@ -1505,9 +1509,10 @@ _mesa_use_program(GLcontext *ctx, GLuint program)
          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);