if (ctx->Extensions.ARB_vertex_shader) {
_mesa_use_shader_program(ctx, GL_VERTEX_SHADER,
- save->Shader[MESA_SHADER_VERTEX]);
+ save->Shader[MESA_SHADER_VERTEX],
+ ctx->_Shader);
}
if (_mesa_has_geometry_shaders(ctx))
_mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB,
- save->Shader[MESA_SHADER_GEOMETRY]);
+ save->Shader[MESA_SHADER_GEOMETRY],
+ ctx->_Shader);
if (ctx->Extensions.ARB_fragment_shader)
_mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER,
- save->Shader[MESA_SHADER_FRAGMENT]);
+ save->Shader[MESA_SHADER_FRAGMENT],
+ ctx->_Shader);
_mesa_reference_shader_program(ctx, &ctx->_Shader->ActiveProgram,
save->ActiveShader);
*/
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
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)
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.CurrentProgram[MESA_SHADER_VERTEX] &&