2 * Mesa 3-D graphics library
5 * Copyright (C) 2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
32 #include "main/imports.h"
33 #include "main/context.h"
34 #include "main/hash.h"
35 #include "main/macros.h"
36 #include "shader/program.h"
37 #include "shader/prog_instruction.h"
38 #include "shader/prog_parameter.h"
39 #include "shader/prog_print.h"
40 #include "shader/prog_statevars.h"
41 #include "shader/prog_uniform.h"
42 #include "shader/shader_api.h"
43 #include "slang_link.h"
47 static struct gl_vertex_program
*
48 vertex_program(struct gl_program
*prog
)
50 assert(prog
->Target
== GL_VERTEX_PROGRAM_ARB
);
51 return (struct gl_vertex_program
*) prog
;
56 static struct gl_fragment_program
*
57 fragment_program(struct gl_program
*prog
)
59 assert(prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
);
60 return (struct gl_fragment_program
*) prog
;
65 * Record a linking error.
68 link_error(struct gl_shader_program
*shProg
, const char *msg
)
70 if (shProg
->InfoLog
) {
71 _mesa_free(shProg
->InfoLog
);
73 shProg
->InfoLog
= _mesa_strdup(msg
);
74 shProg
->LinkStatus
= GL_FALSE
;
80 * Check if the given bit is either set or clear in both bitfields.
83 bits_agree(GLbitfield flags1
, GLbitfield flags2
, GLbitfield bit
)
85 return (flags1
& bit
) == (flags2
& bit
);
90 * Linking varying vars involves rearranging varying vars so that the
91 * vertex program's output varyings matches the order of the fragment
92 * program's input varyings.
93 * We'll then rewrite instructions to replace PROGRAM_VARYING with either
94 * PROGRAM_INPUT or PROGRAM_OUTPUT depending on whether it's a vertex or
96 * This is also where we set program Input/OutputFlags to indicate
97 * which inputs are centroid-sampled, invariant, etc.
100 link_varying_vars(struct gl_shader_program
*shProg
, struct gl_program
*prog
)
102 GLuint
*map
, i
, firstVarying
, newFile
;
103 GLbitfield
*inOutFlags
;
105 map
= (GLuint
*) malloc(prog
->Varying
->NumParameters
* sizeof(GLuint
));
109 /* Varying variables are treated like other vertex program outputs
110 * (and like other fragment program inputs). The position of the
111 * first varying differs for vertex/fragment programs...
112 * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
114 if (prog
->Target
== GL_VERTEX_PROGRAM_ARB
) {
115 firstVarying
= VERT_RESULT_VAR0
;
116 newFile
= PROGRAM_OUTPUT
;
117 inOutFlags
= prog
->OutputFlags
;
120 assert(prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
);
121 firstVarying
= FRAG_ATTRIB_VAR0
;
122 newFile
= PROGRAM_INPUT
;
123 inOutFlags
= prog
->InputFlags
;
126 for (i
= 0; i
< prog
->Varying
->NumParameters
; i
++) {
127 /* see if this varying is in the linked varying list */
128 const struct gl_program_parameter
*var
= prog
->Varying
->Parameters
+ i
;
129 GLint j
= _mesa_lookup_parameter_index(shProg
->Varying
, -1, var
->Name
);
131 /* varying is already in list, do some error checking */
132 const struct gl_program_parameter
*v
=
133 &shProg
->Varying
->Parameters
[j
];
134 if (var
->Size
!= v
->Size
) {
135 link_error(shProg
, "mismatched varying variable types");
138 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_CENTROID
)) {
140 _mesa_snprintf(msg
, sizeof(msg
),
141 "centroid modifier mismatch for '%s'", var
->Name
);
142 link_error(shProg
, msg
);
145 if (!bits_agree(var
->Flags
, v
->Flags
, PROG_PARAM_BIT_INVARIANT
)) {
147 _mesa_snprintf(msg
, sizeof(msg
),
148 "invariant modifier mismatch for '%s'", var
->Name
);
149 link_error(shProg
, msg
);
154 /* not already in linked list */
155 j
= _mesa_add_varying(shProg
->Varying
, var
->Name
, var
->Size
,
159 /* Map varying[i] to varying[j].
160 * Plus, set prog->Input/OutputFlags[] as described above.
161 * Note: the loop here takes care of arrays or large (sz>4) vars.
164 GLint sz
= var
->Size
;
166 inOutFlags
[firstVarying
+ j
] = var
->Flags
;
167 /*printf("Link varying from %d to %d\n", i, j);*/
171 i
--; /* go back one */
176 /* OK, now scan the program/shader instructions looking for varying vars,
177 * replacing the old index with the new index.
179 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
180 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
183 if (inst
->DstReg
.File
== PROGRAM_VARYING
) {
184 inst
->DstReg
.File
= newFile
;
185 inst
->DstReg
.Index
= map
[ inst
->DstReg
.Index
] + firstVarying
;
188 for (j
= 0; j
< 3; j
++) {
189 if (inst
->SrcReg
[j
].File
== PROGRAM_VARYING
) {
190 inst
->SrcReg
[j
].File
= newFile
;
191 inst
->SrcReg
[j
].Index
= map
[ inst
->SrcReg
[j
].Index
] + firstVarying
;
198 /* these will get recomputed before linking is completed */
199 prog
->InputsRead
= 0x0;
200 prog
->OutputsWritten
= 0x0;
207 * Build the shProg->Uniforms list.
208 * This is basically a list/index of all uniforms found in either/both of
209 * the vertex and fragment shaders.
212 * Each uniform has two indexes, one that points into the vertex
213 * program's parameter array and another that points into the fragment
214 * program's parameter array. When the user changes a uniform's value
215 * we have to change the value in the vertex and/or fragment program's
218 * This function will be called twice to set up the two uniform->parameter
221 * If a uniform is only present in the vertex program OR fragment program
222 * then the fragment/vertex parameter index, respectively, will be -1.
225 link_uniform_vars(GLcontext
*ctx
,
226 struct gl_shader_program
*shProg
,
227 struct gl_program
*prog
,
230 GLuint samplerMap
[200]; /* max number of samplers declared, not used */
233 for (i
= 0; i
< prog
->Parameters
->NumParameters
; i
++) {
234 const struct gl_program_parameter
*p
= prog
->Parameters
->Parameters
+ i
;
237 * XXX FIX NEEDED HERE
238 * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
239 * For example, modelview matrix, light pos, etc.
240 * Also, we need to update the state-var name-generator code to
241 * generate GLSL-style names, like "gl_LightSource[0].position".
242 * Furthermore, we'll need to fix the state-var's size/datatype info.
245 if ((p
->Type
== PROGRAM_UNIFORM
|| p
->Type
== PROGRAM_SAMPLER
)
247 /* add this uniform, indexing into the target's Parameters list */
248 struct gl_uniform
*uniform
=
249 _mesa_append_uniform(shProg
->Uniforms
, p
->Name
, prog
->Target
, i
);
251 uniform
->Initialized
= p
->Initialized
;
254 /* The samplerMap[] table we build here is used to remap/re-index
255 * sampler references by TEX instructions.
257 if (p
->Type
== PROGRAM_SAMPLER
&& p
->Used
) {
258 /* Allocate a new sampler index */
259 GLuint oldSampNum
= (GLuint
) prog
->Parameters
->ParameterValues
[i
][0];
260 GLuint newSampNum
= *numSamplers
;
261 if (newSampNum
>= ctx
->Const
.MaxTextureImageUnits
) {
263 _mesa_sprintf(s
, "Too many texture samplers (%u, max is %u)",
264 newSampNum
, ctx
->Const
.MaxTextureImageUnits
);
265 link_error(shProg
, s
);
268 /* save old->new mapping in the table */
269 if (oldSampNum
< Elements(samplerMap
))
270 samplerMap
[oldSampNum
] = newSampNum
;
271 /* update parameter's sampler index */
272 prog
->Parameters
->ParameterValues
[i
][0] = (GLfloat
) newSampNum
;
277 /* OK, now scan the program/shader instructions looking for texture
278 * instructions using sampler vars. Replace old sampler indexes with
281 prog
->SamplersUsed
= 0x0;
282 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
283 struct prog_instruction
*inst
= prog
->Instructions
+ i
;
284 if (_mesa_is_tex_instruction(inst
->Opcode
)) {
285 const GLint oldSampNum
= inst
->TexSrcUnit
;
288 printf("====== remap sampler from %d to %d\n",
289 inst
->TexSrcUnit
, samplerMap
[ inst
->TexSrcUnit
]);
292 /* here, texUnit is really samplerUnit */
293 if (oldSampNum
< Elements(samplerMap
)) {
294 const GLuint newSampNum
= samplerMap
[oldSampNum
];
295 inst
->TexSrcUnit
= newSampNum
;
296 prog
->SamplerTargets
[newSampNum
] = inst
->TexSrcTarget
;
297 prog
->SamplersUsed
|= (1 << newSampNum
);
307 * Resolve binding of generic vertex attributes.
308 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
309 * allocate a generic vertex attribute for "foobar" and plug that value into
310 * the vertex program instructions.
311 * But if the user called glBindAttributeLocation(), those bindings will
315 _slang_resolve_attributes(struct gl_shader_program
*shProg
,
316 const struct gl_program
*origProg
,
317 struct gl_program
*linkedProg
)
319 GLint attribMap
[MAX_VERTEX_ATTRIBS
];
321 GLbitfield usedAttributes
; /* generics only, not legacy attributes */
323 assert(origProg
!= linkedProg
);
324 assert(origProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
325 assert(linkedProg
->Target
== GL_VERTEX_PROGRAM_ARB
);
327 if (!shProg
->Attributes
)
328 shProg
->Attributes
= _mesa_new_parameter_list();
330 if (linkedProg
->Attributes
) {
331 _mesa_free_parameter_list(linkedProg
->Attributes
);
333 linkedProg
->Attributes
= _mesa_new_parameter_list();
336 /* Build a bitmask indicating which attribute indexes have been
337 * explicitly bound by the user with glBindAttributeLocation().
339 usedAttributes
= 0x0;
340 for (i
= 0; i
< shProg
->Attributes
->NumParameters
; i
++) {
341 GLint attr
= shProg
->Attributes
->Parameters
[i
].StateIndexes
[0];
342 usedAttributes
|= (1 << attr
);
345 /* If gl_Vertex is used, that actually counts against the limit
346 * on generic vertex attributes. This avoids the ambiguity of
347 * whether glVertexAttrib4fv(0, v) sets legacy attribute 0 (vert pos)
348 * or generic attribute[0]. If gl_Vertex is used, we want the former.
350 if (origProg
->InputsRead
& VERT_BIT_POS
) {
351 usedAttributes
|= 0x1;
354 /* initialize the generic attribute map entries to -1 */
355 for (i
= 0; i
< MAX_VERTEX_ATTRIBS
; i
++) {
360 * Scan program for generic attribute references
362 for (i
= 0; i
< linkedProg
->NumInstructions
; i
++) {
363 struct prog_instruction
*inst
= linkedProg
->Instructions
+ i
;
364 for (j
= 0; j
< 3; j
++) {
365 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
&&
366 inst
->SrcReg
[j
].Index
>= VERT_ATTRIB_GENERIC0
) {
368 * OK, we've found a generic vertex attribute reference.
370 const GLint k
= inst
->SrcReg
[j
].Index
- VERT_ATTRIB_GENERIC0
;
372 GLint attr
= attribMap
[k
];
375 /* Need to figure out attribute mapping now.
377 const char *name
= origProg
->Attributes
->Parameters
[k
].Name
;
378 const GLint size
= origProg
->Attributes
->Parameters
[k
].Size
;
379 const GLenum type
=origProg
->Attributes
->Parameters
[k
].DataType
;
382 /* See if there's a user-defined attribute binding for
385 index
= _mesa_lookup_parameter_index(shProg
->Attributes
,
388 /* Found a user-defined binding */
389 attr
= shProg
->Attributes
->Parameters
[index
].StateIndexes
[0];
392 /* No user-defined binding, choose our own attribute number.
393 * Start at 1 since generic attribute 0 always aliases
396 for (attr
= 0; attr
< MAX_VERTEX_ATTRIBS
; attr
++) {
397 if (((1 << attr
) & usedAttributes
) == 0)
400 if (attr
== MAX_VERTEX_ATTRIBS
) {
401 link_error(shProg
, "Too many vertex attributes");
405 /* mark this attribute as used */
406 usedAttributes
|= (1 << attr
);
411 /* Save the final name->attrib binding so it can be queried
412 * with glGetAttributeLocation().
414 _mesa_add_attribute(linkedProg
->Attributes
, name
,
420 /* update the instruction's src reg */
421 inst
->SrcReg
[j
].Index
= VERT_ATTRIB_GENERIC0
+ attr
;
431 * Scan program instructions to update the program's NumTemporaries field.
432 * Note: this implemenation relies on the code generator allocating
433 * temps in increasing order (0, 1, 2, ... ).
436 _slang_count_temporaries(struct gl_program
*prog
)
441 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
442 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
443 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
444 for (j
= 0; j
< numSrc
; j
++) {
445 if (inst
->SrcReg
[j
].File
== PROGRAM_TEMPORARY
) {
446 if (maxIndex
< inst
->SrcReg
[j
].Index
)
447 maxIndex
= inst
->SrcReg
[j
].Index
;
449 if (inst
->DstReg
.File
== PROGRAM_TEMPORARY
) {
450 if (maxIndex
< (GLint
) inst
->DstReg
.Index
)
451 maxIndex
= inst
->DstReg
.Index
;
456 prog
->NumTemporaries
= (GLuint
) (maxIndex
+ 1);
461 * Scan program instructions to update the program's InputsRead and
462 * OutputsWritten fields.
465 _slang_update_inputs_outputs(struct gl_program
*prog
)
468 GLuint maxAddrReg
= 0;
470 prog
->InputsRead
= 0x0;
471 prog
->OutputsWritten
= 0x0;
473 for (i
= 0; i
< prog
->NumInstructions
; i
++) {
474 const struct prog_instruction
*inst
= prog
->Instructions
+ i
;
475 const GLuint numSrc
= _mesa_num_inst_src_regs(inst
->Opcode
);
476 for (j
= 0; j
< numSrc
; j
++) {
477 if (inst
->SrcReg
[j
].File
== PROGRAM_INPUT
) {
478 prog
->InputsRead
|= 1 << inst
->SrcReg
[j
].Index
;
479 if (prog
->Target
== GL_FRAGMENT_PROGRAM_ARB
&&
480 inst
->SrcReg
[j
].Index
== FRAG_ATTRIB_FOGC
) {
481 /* The fragment shader FOGC input is used for fog,
482 * front-facing and sprite/point coord.
484 struct gl_fragment_program
*fp
= fragment_program(prog
);
485 const GLint swz
= GET_SWZ(inst
->SrcReg
[j
].Swizzle
, 0);
486 if (swz
== SWIZZLE_X
)
487 fp
->UsesFogFragCoord
= GL_TRUE
;
488 else if (swz
== SWIZZLE_Y
)
489 fp
->UsesFrontFacing
= GL_TRUE
;
490 else if (swz
== SWIZZLE_Z
|| swz
== SWIZZLE_W
)
491 fp
->UsesPointCoord
= GL_TRUE
;
494 else if (inst
->SrcReg
[j
].File
== PROGRAM_ADDRESS
) {
495 maxAddrReg
= MAX2(maxAddrReg
, (GLuint
) (inst
->SrcReg
[j
].Index
+ 1));
498 if (inst
->DstReg
.File
== PROGRAM_OUTPUT
) {
499 prog
->OutputsWritten
|= 1 << inst
->DstReg
.Index
;
501 else if (inst
->DstReg
.File
== PROGRAM_ADDRESS
) {
502 maxAddrReg
= MAX2(maxAddrReg
, inst
->DstReg
.Index
+ 1);
505 prog
->NumAddressRegs
= maxAddrReg
;
510 * Shader linker. Currently:
512 * 1. The last attached vertex shader and fragment shader are linked.
513 * 2. Varying vars in the two shaders are combined so their locations
514 * agree between the vertex and fragment stages. They're treated as
515 * vertex program output attribs and as fragment program input attribs.
516 * 3. The vertex and fragment programs are cloned and modified to update
517 * src/dst register references so they use the new, linked varying
521 _slang_link(GLcontext
*ctx
,
522 GLhandleARB programObj
,
523 struct gl_shader_program
*shProg
)
525 const struct gl_vertex_program
*vertProg
;
526 const struct gl_fragment_program
*fragProg
;
527 GLuint numSamplers
= 0;
530 _mesa_clear_shader_program_data(ctx
, shProg
);
532 /* check that all programs compiled successfully */
533 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
534 if (!shProg
->Shaders
[i
]->CompileStatus
) {
535 link_error(shProg
, "linking with uncompiled shader\n");
540 shProg
->Uniforms
= _mesa_new_uniform_list();
541 shProg
->Varying
= _mesa_new_parameter_list();
544 * Find attached vertex, fragment shaders defining main()
548 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
549 struct gl_shader
*shader
= shProg
->Shaders
[i
];
550 if (shader
->Type
== GL_VERTEX_SHADER
) {
552 vertProg
= vertex_program(shader
->Program
);
554 else if (shader
->Type
== GL_FRAGMENT_SHADER
) {
556 fragProg
= fragment_program(shader
->Program
);
559 _mesa_problem(ctx
, "unexpected shader target in slang_link()");
564 /* must have both a vertex and fragment program for ES2 */
566 link_error(shProg
, "missing vertex shader\n");
570 link_error(shProg
, "missing fragment shader\n");
576 * Make copies of the vertex/fragment programs now since we'll be
577 * changing src/dst registers after merging the uniforms and varying vars.
579 _mesa_reference_vertprog(ctx
, &shProg
->VertexProgram
, NULL
);
581 struct gl_vertex_program
*linked_vprog
=
582 vertex_program(_mesa_clone_program(ctx
, &vertProg
->Base
));
583 shProg
->VertexProgram
= linked_vprog
; /* refcount OK */
584 ASSERT(shProg
->VertexProgram
->Base
.RefCount
== 1);
587 _mesa_reference_fragprog(ctx
, &shProg
->FragmentProgram
, NULL
);
589 struct gl_fragment_program
*linked_fprog
=
590 fragment_program(_mesa_clone_program(ctx
, &fragProg
->Base
));
591 shProg
->FragmentProgram
= linked_fprog
; /* refcount OK */
592 ASSERT(shProg
->FragmentProgram
->Base
.RefCount
== 1);
595 /* link varying vars */
596 if (shProg
->VertexProgram
) {
597 if (!link_varying_vars(shProg
, &shProg
->VertexProgram
->Base
))
600 if (shProg
->FragmentProgram
) {
601 if (!link_varying_vars(shProg
, &shProg
->FragmentProgram
->Base
))
605 /* link uniform vars */
606 if (shProg
->VertexProgram
) {
607 if (!link_uniform_vars(ctx
, shProg
, &shProg
->VertexProgram
->Base
,
612 if (shProg
->FragmentProgram
) {
613 if (!link_uniform_vars(ctx
, shProg
, &shProg
->FragmentProgram
->Base
,
619 /*_mesa_print_uniforms(shProg->Uniforms);*/
621 if (shProg
->VertexProgram
) {
622 if (!_slang_resolve_attributes(shProg
, &vertProg
->Base
,
623 &shProg
->VertexProgram
->Base
)) {
628 if (shProg
->VertexProgram
) {
629 _slang_update_inputs_outputs(&shProg
->VertexProgram
->Base
);
630 _slang_count_temporaries(&shProg
->VertexProgram
->Base
);
631 if (!(shProg
->VertexProgram
->Base
.OutputsWritten
& (1 << VERT_RESULT_HPOS
))) {
632 /* the vertex program did not compute a vertex position */
634 "gl_Position was not written by vertex shader\n");
638 if (shProg
->FragmentProgram
) {
639 _slang_count_temporaries(&shProg
->FragmentProgram
->Base
);
640 _slang_update_inputs_outputs(&shProg
->FragmentProgram
->Base
);
643 /* Check that all the varying vars needed by the fragment shader are
644 * actually produced by the vertex shader.
646 if (shProg
->FragmentProgram
) {
647 const GLbitfield varyingRead
648 = shProg
->FragmentProgram
->Base
.InputsRead
>> FRAG_ATTRIB_VAR0
;
649 const GLbitfield varyingWritten
= shProg
->VertexProgram
?
650 shProg
->VertexProgram
->Base
.OutputsWritten
>> VERT_RESULT_VAR0
: 0x0;
651 if ((varyingRead
& varyingWritten
) != varyingRead
) {
653 "Fragment program using varying vars not written by vertex shader\n");
658 /* check that gl_FragColor and gl_FragData are not both written to */
659 if (shProg
->FragmentProgram
) {
660 GLbitfield outputsWritten
= shProg
->FragmentProgram
->Base
.OutputsWritten
;
661 if ((outputsWritten
& ((1 << FRAG_RESULT_COLR
))) &&
662 (outputsWritten
>= (1 << FRAG_RESULT_DATA0
))) {
663 link_error(shProg
, "Fragment program cannot write both gl_FragColor"
664 " and gl_FragData[].\n");
670 if (fragProg
&& shProg
->FragmentProgram
) {
671 /* Compute initial program's TexturesUsed info */
672 _mesa_update_shader_textures_used(&shProg
->FragmentProgram
->Base
);
674 /* notify driver that a new fragment program has been compiled/linked */
675 ctx
->Driver
.ProgramStringNotify(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
676 &shProg
->FragmentProgram
->Base
);
677 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
678 _mesa_printf("Mesa pre-link fragment program:\n");
679 _mesa_print_program(&fragProg
->Base
);
680 _mesa_print_program_parameters(ctx
, &fragProg
->Base
);
682 _mesa_printf("Mesa post-link fragment program:\n");
683 _mesa_print_program(&shProg
->FragmentProgram
->Base
);
684 _mesa_print_program_parameters(ctx
, &shProg
->FragmentProgram
->Base
);
688 if (vertProg
&& shProg
->VertexProgram
) {
689 /* Compute initial program's TexturesUsed info */
690 _mesa_update_shader_textures_used(&shProg
->VertexProgram
->Base
);
692 /* notify driver that a new vertex program has been compiled/linked */
693 ctx
->Driver
.ProgramStringNotify(ctx
, GL_VERTEX_PROGRAM_ARB
,
694 &shProg
->VertexProgram
->Base
);
695 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
696 _mesa_printf("Mesa pre-link vertex program:\n");
697 _mesa_print_program(&vertProg
->Base
);
698 _mesa_print_program_parameters(ctx
, &vertProg
->Base
);
700 _mesa_printf("Mesa post-link vertex program:\n");
701 _mesa_print_program(&shProg
->VertexProgram
->Base
);
702 _mesa_print_program_parameters(ctx
, &shProg
->VertexProgram
->Base
);
706 if (ctx
->Shader
.Flags
& GLSL_DUMP
) {
707 _mesa_printf("Varying vars:\n");
708 _mesa_print_parameter_list(shProg
->Varying
);
709 if (shProg
->InfoLog
) {
710 _mesa_printf("Info Log: %s\n", shProg
->InfoLog
);
714 shProg
->LinkStatus
= (shProg
->VertexProgram
|| shProg
->FragmentProgram
);