- struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
- if (shProg) {
- if (!shProg->_Used) {
- /* This is the first time this shader is being used.
- * Append shader's constants/uniforms to log file.
- */
- GLuint i;
- for (i = 0; i < shProg->NumShaders; i++) {
- struct gl_shader *sh = shProg->Shaders[i];
- if (sh->Type == GL_VERTEX_SHADER) {
- _mesa_append_uniforms_to_file(sh,
- &shProg->VertexProgram->Base);
- }
- else if (sh->Type == GL_FRAGMENT_SHADER) {
- _mesa_append_uniforms_to_file(sh,
- &shProg->FragmentProgram->Base);
- }
- }
- shProg->_Used = GL_TRUE;
- }
+ struct gl_shader_program *shProg[MESA_SHADER_TYPES];
+ gl_shader_type i;
+
+ shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
+ shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
+ shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
+
+ for (i = 0; i < MESA_SHADER_TYPES; i++) {
+ struct gl_shader *sh;
+
+ if (shProg[i] == NULL || shProg[i]->_Used
+ || shProg[i]->_LinkedShaders[i] == NULL)
+ continue;
+
+ /* This is the first time this shader is being used.
+ * Append shader's constants/uniforms to log file.
+ *
+ * The logic is a little odd here. We only want to log data for each
+ * shader target that will actually be used, and we only want to log
+ * it once. It's possible to have a program bound to the vertex
+ * shader target that also supplied a fragment shader. If that
+ * program isn't also bound to the fragment shader target we don't
+ * want to log its fragment data.
+ */
+ sh = shProg[i]->_LinkedShaders[i];
+ switch (sh->Type) {
+ case GL_VERTEX_SHADER:
+ _mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base);
+ break;
+
+ case GL_GEOMETRY_SHADER_ARB:
+ _mesa_append_uniforms_to_file(sh,
+ &shProg[i]->GeometryProgram->Base);
+ break;
+
+ case GL_FRAGMENT_SHADER:
+ _mesa_append_uniforms_to_file(sh,
+ &shProg[i]->FragmentProgram->Base);
+ break;
+ }
+ }
+
+ for (i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (shProg[i] != NULL)
+ shProg[i]->_Used = GL_TRUE;