#include "compiler/glsl/serialize.h"
#include "main/errors.h"
#include "main/mtypes.h"
+#include "main/shaderapi.h"
+#include "util/bitscan.h"
#include "util/crc32.h"
#include "program_binary.h"
#include "program/prog_parameter.h"
struct blob_reader blob;
blob_reader_init(&blob, payload, length - header_size);
+ unsigned programs_in_use = 0;
+ if (ctx->_Shader)
+ for (unsigned stage = 0; stage < MESA_SHADER_STAGES; stage++) {
+ if (ctx->_Shader->CurrentProgram[stage] &&
+ ctx->_Shader->CurrentProgram[stage]->Id == sh_prog->Name) {
+ programs_in_use |= 1 << stage;
+ }
+ }
+
if (!read_program_payload(ctx, &blob, binary_format, sh_prog)) {
sh_prog->data->LinkStatus = LINKING_FAILURE;
return;
}
+ /* 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."
+ */
+ while (programs_in_use) {
+ const int stage = u_bit_scan(&programs_in_use);
+
+ struct gl_program *prog = NULL;
+ if (sh_prog->_LinkedShaders[stage])
+ prog = sh_prog->_LinkedShaders[stage]->Program;
+
+ _mesa_use_program(ctx, stage, sh_prog, prog, ctx->_Shader);
+ }
+
sh_prog->data->LinkStatus = LINKING_SKIPPED;
}