return;
}
- FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ unsigned programs_in_use = 0;
+ if (ctx->_Shader)
+ for (unsigned stage = 0; stage < MESA_SHADER_STAGES; stage++) {
+ if (ctx->_Shader->CurrentProgram[stage] == shProg) {
+ programs_in_use |= 1 << stage;
+ }
+ }
+ FLUSH_VERTICES(ctx, 0);
_mesa_glsl_link_shader(ctx, shProg);
+ /* From section 7.3 (Program Objects) of the OpenGL 4.5 spec:
+ *
+ * "If LinkProgram or ProgramBinary successfully re-links a program
+ * object that is active for any shader stage, then the newly generated
+ * executable code will be installed as part of the current rendering
+ * state for all shader stages where the program is active.
+ * Additionally, the newly generated executable code is made part of
+ * the state of any program pipeline for all stages where the program
+ * is attached."
+ */
+ if (shProg->data->LinkStatus && programs_in_use) {
+ ctx->NewState |= _NEW_PROGRAM;
+ }
+
/* Capture .shader_test files. */
const char *capture_path = _mesa_get_shader_capture_path();
if (shProg->Name != 0 && shProg->Name != ~0 && capture_path != NULL) {