mesa: in slang linker, replace assertion with link error when max samplers exceeded
[mesa.git] / src / mesa / shader / slang / slang_link.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.2
4 *
5 * Copyright (C) 2008 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file slang_link.c
27 * GLSL linker
28 * \author Brian Paul
29 */
30
31 #include "main/imports.h"
32 #include "main/context.h"
33 #include "main/hash.h"
34 #include "main/macros.h"
35 #include "shader/program.h"
36 #include "shader/prog_instruction.h"
37 #include "shader/prog_parameter.h"
38 #include "shader/prog_print.h"
39 #include "shader/prog_statevars.h"
40 #include "shader/prog_uniform.h"
41 #include "shader/shader_api.h"
42 #include "slang_link.h"
43
44
45 /** cast wrapper */
46 static struct gl_vertex_program *
47 vertex_program(struct gl_program *prog)
48 {
49 assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
50 return (struct gl_vertex_program *) prog;
51 }
52
53
54 /** cast wrapper */
55 static struct gl_fragment_program *
56 fragment_program(struct gl_program *prog)
57 {
58 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
59 return (struct gl_fragment_program *) prog;
60 }
61
62
63 /**
64 * Record a linking error.
65 */
66 static void
67 link_error(struct gl_shader_program *shProg, const char *msg)
68 {
69 if (shProg->InfoLog) {
70 _mesa_free(shProg->InfoLog);
71 }
72 shProg->InfoLog = _mesa_strdup(msg);
73 shProg->LinkStatus = GL_FALSE;
74 }
75
76
77
78 /**
79 * Check if the given bit is either set or clear in both bitfields.
80 */
81 static GLboolean
82 bits_agree(GLbitfield flags1, GLbitfield flags2, GLbitfield bit)
83 {
84 return (flags1 & bit) == (flags2 & bit);
85 }
86
87
88 /**
89 * Linking varying vars involves rearranging varying vars so that the
90 * vertex program's output varyings matches the order of the fragment
91 * program's input varyings.
92 * We'll then rewrite instructions to replace PROGRAM_VARYING with either
93 * PROGRAM_INPUT or PROGRAM_OUTPUT depending on whether it's a vertex or
94 * fragment shader.
95 * This is also where we set program Input/OutputFlags to indicate
96 * which inputs are centroid-sampled, invariant, etc.
97 */
98 static GLboolean
99 link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
100 {
101 GLuint *map, i, firstVarying, newFile;
102 GLbitfield *inOutFlags;
103
104 map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
105 if (!map)
106 return GL_FALSE;
107
108 /* Varying variables are treated like other vertex program outputs
109 * (and like other fragment program inputs). The position of the
110 * first varying differs for vertex/fragment programs...
111 * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
112 */
113 if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
114 firstVarying = VERT_RESULT_VAR0;
115 newFile = PROGRAM_OUTPUT;
116 inOutFlags = prog->OutputFlags;
117 }
118 else {
119 assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
120 firstVarying = FRAG_ATTRIB_VAR0;
121 newFile = PROGRAM_INPUT;
122 inOutFlags = prog->InputFlags;
123 }
124
125 for (i = 0; i < prog->Varying->NumParameters; i++) {
126 /* see if this varying is in the linked varying list */
127 const struct gl_program_parameter *var = prog->Varying->Parameters + i;
128 GLint j = _mesa_lookup_parameter_index(shProg->Varying, -1, var->Name);
129 if (j >= 0) {
130 /* varying is already in list, do some error checking */
131 const struct gl_program_parameter *v =
132 &shProg->Varying->Parameters[j];
133 if (var->Size != v->Size) {
134 link_error(shProg, "mismatched varying variable types");
135 return GL_FALSE;
136 }
137 if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_CENTROID)) {
138 char msg[100];
139 snprintf(msg, sizeof(msg),
140 "centroid modifier mismatch for '%s'", var->Name);
141 link_error(shProg, msg);
142 return GL_FALSE;
143 }
144 if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_INVARIANT)) {
145 char msg[100];
146 snprintf(msg, sizeof(msg),
147 "invariant modifier mismatch for '%s'", var->Name);
148 link_error(shProg, msg);
149 return GL_FALSE;
150 }
151 }
152 else {
153 /* not already in linked list */
154 j = _mesa_add_varying(shProg->Varying, var->Name, var->Size,
155 var->Flags);
156 }
157
158 /* Map varying[i] to varying[j].
159 * Plus, set prog->Input/OutputFlags[] as described above.
160 * Note: the loop here takes care of arrays or large (sz>4) vars.
161 */
162 {
163 GLint sz = var->Size;
164 while (sz > 0) {
165 inOutFlags[firstVarying + j] = var->Flags;
166 /*printf("Link varying from %d to %d\n", i, j);*/
167 map[i++] = j++;
168 sz -= 4;
169 }
170 i--; /* go back one */
171 }
172 }
173
174
175 /* OK, now scan the program/shader instructions looking for varying vars,
176 * replacing the old index with the new index.
177 */
178 for (i = 0; i < prog->NumInstructions; i++) {
179 struct prog_instruction *inst = prog->Instructions + i;
180 GLuint j;
181
182 if (inst->DstReg.File == PROGRAM_VARYING) {
183 inst->DstReg.File = newFile;
184 inst->DstReg.Index = map[ inst->DstReg.Index ] + firstVarying;
185 }
186
187 for (j = 0; j < 3; j++) {
188 if (inst->SrcReg[j].File == PROGRAM_VARYING) {
189 inst->SrcReg[j].File = newFile;
190 inst->SrcReg[j].Index = map[ inst->SrcReg[j].Index ] + firstVarying;
191 }
192 }
193 }
194
195 free(map);
196
197 /* these will get recomputed before linking is completed */
198 prog->InputsRead = 0x0;
199 prog->OutputsWritten = 0x0;
200
201 return GL_TRUE;
202 }
203
204
205 /**
206 * Build the shProg->Uniforms list.
207 * This is basically a list/index of all uniforms found in either/both of
208 * the vertex and fragment shaders.
209 */
210 static GLboolean
211 link_uniform_vars(struct gl_shader_program *shProg,
212 struct gl_program *prog,
213 GLuint *numSamplers)
214 {
215 GLuint samplerMap[MAX_SAMPLERS];
216 GLuint i;
217
218 for (i = 0; i < prog->Parameters->NumParameters; i++) {
219 const struct gl_program_parameter *p = prog->Parameters->Parameters + i;
220
221 /*
222 * XXX FIX NEEDED HERE
223 * We should also be adding a uniform if p->Type == PROGRAM_STATE_VAR.
224 * For example, modelview matrix, light pos, etc.
225 * Also, we need to update the state-var name-generator code to
226 * generate GLSL-style names, like "gl_LightSource[0].position".
227 * Furthermore, we'll need to fix the state-var's size/datatype info.
228 */
229
230 if ((p->Type == PROGRAM_UNIFORM && p->Used) ||
231 p->Type == PROGRAM_SAMPLER) {
232 struct gl_uniform *uniform =
233 _mesa_append_uniform(shProg->Uniforms, p->Name, prog->Target, i);
234 if (uniform)
235 uniform->Initialized = p->Initialized;
236 }
237
238 if (p->Type == PROGRAM_SAMPLER) {
239 /* Allocate a new sampler index */
240 GLuint sampNum = *numSamplers;
241 GLuint oldSampNum = (GLuint) prog->Parameters->ParameterValues[i][0];
242 if (oldSampNum >= MAX_SAMPLERS) {
243 link_error(shProg, "Too many texture samplers");
244 return GL_FALSE;
245 }
246 samplerMap[oldSampNum] = sampNum;
247 (*numSamplers)++;
248 }
249 }
250
251
252 /* OK, now scan the program/shader instructions looking for sampler vars,
253 * replacing the old index with the new index.
254 */
255 prog->SamplersUsed = 0x0;
256 for (i = 0; i < prog->NumInstructions; i++) {
257 struct prog_instruction *inst = prog->Instructions + i;
258 if (_mesa_is_tex_instruction(inst->Opcode)) {
259 /*
260 printf("====== remap sampler from %d to %d\n",
261 inst->Sampler, map[ inst->Sampler ]);
262 */
263 /* here, texUnit is really samplerUnit */
264 assert(inst->TexSrcUnit < MAX_SAMPLERS);
265 inst->TexSrcUnit = samplerMap[inst->TexSrcUnit];
266 prog->SamplerTargets[inst->TexSrcUnit] = inst->TexSrcTarget;
267 prog->SamplersUsed |= (1 << inst->TexSrcUnit);
268 }
269 }
270
271 return GL_TRUE;
272 }
273
274
275 /**
276 * Resolve binding of generic vertex attributes.
277 * For example, if the vertex shader declared "attribute vec4 foobar" we'll
278 * allocate a generic vertex attribute for "foobar" and plug that value into
279 * the vertex program instructions.
280 * But if the user called glBindAttributeLocation(), those bindings will
281 * have priority.
282 */
283 static GLboolean
284 _slang_resolve_attributes(struct gl_shader_program *shProg,
285 const struct gl_program *origProg,
286 struct gl_program *linkedProg)
287 {
288 GLint attribMap[MAX_VERTEX_ATTRIBS];
289 GLuint i, j;
290 GLbitfield usedAttributes;
291
292 assert(origProg != linkedProg);
293 assert(origProg->Target == GL_VERTEX_PROGRAM_ARB);
294 assert(linkedProg->Target == GL_VERTEX_PROGRAM_ARB);
295
296 if (!shProg->Attributes)
297 shProg->Attributes = _mesa_new_parameter_list();
298
299 if (linkedProg->Attributes) {
300 _mesa_free_parameter_list(linkedProg->Attributes);
301 }
302 linkedProg->Attributes = _mesa_new_parameter_list();
303
304
305 /* Build a bitmask indicating which attribute indexes have been
306 * explicitly bound by the user with glBindAttributeLocation().
307 */
308 usedAttributes = 0x0;
309 for (i = 0; i < shProg->Attributes->NumParameters; i++) {
310 GLint attr = shProg->Attributes->Parameters[i].StateIndexes[0];
311 usedAttributes |= (1 << attr);
312 }
313
314 /* initialize the generic attribute map entries to -1 */
315 for (i = 0; i < MAX_VERTEX_ATTRIBS; i++) {
316 attribMap[i] = -1;
317 }
318
319 /*
320 * Scan program for generic attribute references
321 */
322 for (i = 0; i < linkedProg->NumInstructions; i++) {
323 struct prog_instruction *inst = linkedProg->Instructions + i;
324 for (j = 0; j < 3; j++) {
325 if (inst->SrcReg[j].File == PROGRAM_INPUT &&
326 inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
327 /*
328 * OK, we've found a generic vertex attribute reference.
329 */
330 const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
331
332 GLint attr = attribMap[k];
333
334 if (attr < 0) {
335 /* Need to figure out attribute mapping now.
336 */
337 const char *name = origProg->Attributes->Parameters[k].Name;
338 const GLint size = origProg->Attributes->Parameters[k].Size;
339 const GLenum type =origProg->Attributes->Parameters[k].DataType;
340 GLint index;
341
342 /* See if there's a user-defined attribute binding for
343 * this name.
344 */
345 index = _mesa_lookup_parameter_index(shProg->Attributes,
346 -1, name);
347 if (index >= 0) {
348 /* Found a user-defined binding */
349 attr = shProg->Attributes->Parameters[index].StateIndexes[0];
350 }
351 else {
352 /* No user-defined binding, choose our own attribute number.
353 * Start at 1 since generic attribute 0 always aliases
354 * glVertex/position.
355 */
356 for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
357 if (((1 << attr) & usedAttributes) == 0)
358 break;
359 }
360 if (attr == MAX_VERTEX_ATTRIBS) {
361 link_error(shProg, "Too many vertex attributes");
362 return GL_FALSE;
363 }
364
365 /* mark this attribute as used */
366 usedAttributes |= (1 << attr);
367 }
368
369 attribMap[k] = attr;
370
371 /* Save the final name->attrib binding so it can be queried
372 * with glGetAttributeLocation().
373 */
374 _mesa_add_attribute(linkedProg->Attributes, name,
375 size, type, attr);
376 }
377
378 assert(attr >= 0);
379
380 /* update the instruction's src reg */
381 inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
382 }
383 }
384 }
385
386 return GL_TRUE;
387 }
388
389
390 /**
391 * Scan program instructions to update the program's NumTemporaries field.
392 * Note: this implemenation relies on the code generator allocating
393 * temps in increasing order (0, 1, 2, ... ).
394 */
395 static void
396 _slang_count_temporaries(struct gl_program *prog)
397 {
398 GLuint i, j;
399 GLint maxIndex = -1;
400
401 for (i = 0; i < prog->NumInstructions; i++) {
402 const struct prog_instruction *inst = prog->Instructions + i;
403 const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
404 for (j = 0; j < numSrc; j++) {
405 if (inst->SrcReg[j].File == PROGRAM_TEMPORARY) {
406 if (maxIndex < inst->SrcReg[j].Index)
407 maxIndex = inst->SrcReg[j].Index;
408 }
409 if (inst->DstReg.File == PROGRAM_TEMPORARY) {
410 if (maxIndex < (GLint) inst->DstReg.Index)
411 maxIndex = inst->DstReg.Index;
412 }
413 }
414 }
415
416 prog->NumTemporaries = (GLuint) (maxIndex + 1);
417 }
418
419
420 /**
421 * Scan program instructions to update the program's InputsRead and
422 * OutputsWritten fields.
423 */
424 static void
425 _slang_update_inputs_outputs(struct gl_program *prog)
426 {
427 GLuint i, j;
428 GLuint maxAddrReg = 0;
429
430 prog->InputsRead = 0x0;
431 prog->OutputsWritten = 0x0;
432
433 for (i = 0; i < prog->NumInstructions; i++) {
434 const struct prog_instruction *inst = prog->Instructions + i;
435 const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
436 for (j = 0; j < numSrc; j++) {
437 if (inst->SrcReg[j].File == PROGRAM_INPUT) {
438 prog->InputsRead |= 1 << inst->SrcReg[j].Index;
439 if (prog->Target == GL_FRAGMENT_PROGRAM_ARB &&
440 inst->SrcReg[j].Index == FRAG_ATTRIB_FOGC) {
441 /* The fragment shader FOGC input is used for fog,
442 * front-facing and sprite/point coord.
443 */
444 struct gl_fragment_program *fp = fragment_program(prog);
445 const GLint swz = GET_SWZ(inst->SrcReg[j].Swizzle, 0);
446 if (swz == SWIZZLE_X)
447 fp->UsesFogFragCoord = GL_TRUE;
448 else if (swz == SWIZZLE_Y)
449 fp->UsesFrontFacing = GL_TRUE;
450 else if (swz == SWIZZLE_Z || swz == SWIZZLE_W)
451 fp->UsesPointCoord = GL_TRUE;
452 }
453 }
454 else if (inst->SrcReg[j].File == PROGRAM_ADDRESS) {
455 maxAddrReg = MAX2(maxAddrReg, (GLuint) (inst->SrcReg[j].Index + 1));
456 }
457 }
458 if (inst->DstReg.File == PROGRAM_OUTPUT) {
459 prog->OutputsWritten |= 1 << inst->DstReg.Index;
460 }
461 else if (inst->DstReg.File == PROGRAM_ADDRESS) {
462 maxAddrReg = MAX2(maxAddrReg, inst->DstReg.Index + 1);
463 }
464 }
465
466 prog->NumAddressRegs = maxAddrReg;
467 }
468
469
470 /**
471 * Shader linker. Currently:
472 *
473 * 1. The last attached vertex shader and fragment shader are linked.
474 * 2. Varying vars in the two shaders are combined so their locations
475 * agree between the vertex and fragment stages. They're treated as
476 * vertex program output attribs and as fragment program input attribs.
477 * 3. The vertex and fragment programs are cloned and modified to update
478 * src/dst register references so they use the new, linked varying
479 * storage locations.
480 */
481 void
482 _slang_link(GLcontext *ctx,
483 GLhandleARB programObj,
484 struct gl_shader_program *shProg)
485 {
486 const struct gl_vertex_program *vertProg;
487 const struct gl_fragment_program *fragProg;
488 GLuint numSamplers = 0;
489 GLuint i;
490
491 _mesa_clear_shader_program_data(ctx, shProg);
492
493 /* check that all programs compiled successfully */
494 for (i = 0; i < shProg->NumShaders; i++) {
495 if (!shProg->Shaders[i]->CompileStatus) {
496 link_error(shProg, "linking with uncompiled shader\n");
497 return;
498 }
499 }
500
501 shProg->Uniforms = _mesa_new_uniform_list();
502 shProg->Varying = _mesa_new_parameter_list();
503
504 /**
505 * Find attached vertex, fragment shaders defining main()
506 */
507 vertProg = NULL;
508 fragProg = NULL;
509 for (i = 0; i < shProg->NumShaders; i++) {
510 struct gl_shader *shader = shProg->Shaders[i];
511 if (shader->Type == GL_VERTEX_SHADER) {
512 if (shader->Main)
513 vertProg = vertex_program(shader->Program);
514 }
515 else if (shader->Type == GL_FRAGMENT_SHADER) {
516 if (shader->Main)
517 fragProg = fragment_program(shader->Program);
518 }
519 else {
520 _mesa_problem(ctx, "unexpected shader target in slang_link()");
521 }
522 }
523
524 #if FEATURE_es2_glsl
525 /* must have both a vertex and fragment program for ES2 */
526 if (!vertProg) {
527 link_error(shProg, "missing vertex shader\n");
528 return;
529 }
530 if (!fragProg) {
531 link_error(shProg, "missing fragment shader\n");
532 return;
533 }
534 #endif
535
536 /*
537 * Make copies of the vertex/fragment programs now since we'll be
538 * changing src/dst registers after merging the uniforms and varying vars.
539 */
540 _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
541 if (vertProg) {
542 struct gl_vertex_program *linked_vprog =
543 vertex_program(_mesa_clone_program(ctx, &vertProg->Base));
544 shProg->VertexProgram = linked_vprog; /* refcount OK */
545 ASSERT(shProg->VertexProgram->Base.RefCount == 1);
546 }
547
548 _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
549 if (fragProg) {
550 struct gl_fragment_program *linked_fprog =
551 fragment_program(_mesa_clone_program(ctx, &fragProg->Base));
552 shProg->FragmentProgram = linked_fprog; /* refcount OK */
553 ASSERT(shProg->FragmentProgram->Base.RefCount == 1);
554 }
555
556 /* link varying vars */
557 if (shProg->VertexProgram) {
558 if (!link_varying_vars(shProg, &shProg->VertexProgram->Base))
559 return;
560 }
561 if (shProg->FragmentProgram) {
562 if (!link_varying_vars(shProg, &shProg->FragmentProgram->Base))
563 return;
564 }
565
566 /* link uniform vars */
567 if (shProg->VertexProgram) {
568 if (!link_uniform_vars(shProg, &shProg->VertexProgram->Base,
569 &numSamplers)) {
570 return;
571 }
572 }
573 if (shProg->FragmentProgram) {
574 if (!link_uniform_vars(shProg, &shProg->FragmentProgram->Base,
575 &numSamplers)) {
576 return;
577 }
578 }
579
580 /*_mesa_print_uniforms(shProg->Uniforms);*/
581
582 if (shProg->VertexProgram) {
583 if (!_slang_resolve_attributes(shProg, &vertProg->Base,
584 &shProg->VertexProgram->Base)) {
585 return;
586 }
587 }
588
589 if (shProg->VertexProgram) {
590 _slang_update_inputs_outputs(&shProg->VertexProgram->Base);
591 _slang_count_temporaries(&shProg->VertexProgram->Base);
592 if (!(shProg->VertexProgram->Base.OutputsWritten & (1 << VERT_RESULT_HPOS))) {
593 /* the vertex program did not compute a vertex position */
594 link_error(shProg,
595 "gl_Position was not written by vertex shader\n");
596 return;
597 }
598 }
599 if (shProg->FragmentProgram) {
600 _slang_count_temporaries(&shProg->FragmentProgram->Base);
601 _slang_update_inputs_outputs(&shProg->FragmentProgram->Base);
602 }
603
604 /* Check that all the varying vars needed by the fragment shader are
605 * actually produced by the vertex shader.
606 */
607 if (shProg->FragmentProgram) {
608 const GLbitfield varyingRead
609 = shProg->FragmentProgram->Base.InputsRead >> FRAG_ATTRIB_VAR0;
610 const GLbitfield varyingWritten = shProg->VertexProgram ?
611 shProg->VertexProgram->Base.OutputsWritten >> VERT_RESULT_VAR0 : 0x0;
612 if ((varyingRead & varyingWritten) != varyingRead) {
613 link_error(shProg,
614 "Fragment program using varying vars not written by vertex shader\n");
615 return;
616 }
617 }
618
619
620 if (fragProg && shProg->FragmentProgram) {
621 /* Compute initial program's TexturesUsed info */
622 _mesa_update_shader_textures_used(&shProg->FragmentProgram->Base);
623
624 /* notify driver that a new fragment program has been compiled/linked */
625 ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
626 &shProg->FragmentProgram->Base);
627 if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
628 printf("Mesa original fragment program:\n");
629 _mesa_print_program(&fragProg->Base);
630 _mesa_print_program_parameters(ctx, &fragProg->Base);
631
632 printf("Mesa post-link fragment program:\n");
633 _mesa_print_program(&shProg->FragmentProgram->Base);
634 _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
635 }
636 }
637
638 if (vertProg && shProg->VertexProgram) {
639 /* Compute initial program's TexturesUsed info */
640 _mesa_update_shader_textures_used(&shProg->VertexProgram->Base);
641
642 /* notify driver that a new vertex program has been compiled/linked */
643 ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
644 &shProg->VertexProgram->Base);
645 if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
646 printf("Mesa original vertex program:\n");
647 _mesa_print_program(&vertProg->Base);
648 _mesa_print_program_parameters(ctx, &vertProg->Base);
649
650 printf("Mesa post-link vertex program:\n");
651 _mesa_print_program(&shProg->VertexProgram->Base);
652 _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
653 }
654 }
655
656 if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
657 printf("Varying vars:\n");
658 _mesa_print_parameter_list(shProg->Varying);
659 }
660
661 shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);
662 }
663