ralloc_free(buf);
}
+ /* Now that we have created the sha1 keys that will be used for writting to
+ * the tgsi cache fallback to the regular glsl to tgsi path if we didn't
+ * load the GLSL IR from cache. We do this as glsl to tgsi can alter things
+ * such as gl_program_parameter_list which holds things like uniforms.
+ */
+ if (prog->data->LinkStatus != linking_skipped)
+ return false;
+
struct st_context *st = st_context(ctx);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
fallback_recompile:
- /* GLSL IR was compiled and linked so just fallback to the regular
- * glsl to tgsi path.
- */
- if (prog->data->LinkStatus != linking_skipped)
- return false;
-
for (unsigned i = 0; i < prog->NumShaders; i++) {
_mesa_glsl_compile_shader(ctx, prog->Shaders[i], false, false, true);
}