Merge commit 'origin/master' into gallium-0.2
[mesa.git] / src / mesa / shader / slang / slang_link.c
index e33272eff2ac72eae72d40feb56dabdfe0ae521b..3ff94d21a3398be40f920d4385dec04f51a7d623 100644 (file)
@@ -1,8 +1,9 @@
 /*
  * Mesa 3-D graphics library
- * Version:  6.5.3
+ * Version:  7.3
  *
- * Copyright (C) 2007  Brian Paul   All Rights Reserved.
+ * Copyright (C) 2008  Brian Paul   All Rights Reserved.
+ * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
  *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the "Software"),
 #include "slang_link.h"
 
 
+/** cast wrapper */
+static struct gl_vertex_program *
+vertex_program(struct gl_program *prog)
+{
+   assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
+   return (struct gl_vertex_program *) prog;
+}
+
+
+/** cast wrapper */
+static struct gl_fragment_program *
+fragment_program(struct gl_program *prog)
+{
+   assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
+   return (struct gl_fragment_program *) prog;
+}
+
+
 /**
  * Record a linking error.
  */
@@ -57,43 +76,94 @@ link_error(struct gl_shader_program *shProg, const char *msg)
 
 
 
+/**
+ * Check if the given bit is either set or clear in both bitfields.
+ */
+static GLboolean
+bits_agree(GLbitfield flags1, GLbitfield flags2, GLbitfield bit)
+{
+   return (flags1 & bit) == (flags2 & bit);
+}
+
+
 /**
  * Linking varying vars involves rearranging varying vars so that the
  * vertex program's output varyings matches the order of the fragment
  * program's input varyings.
+ * We'll then rewrite instructions to replace PROGRAM_VARYING with either
+ * PROGRAM_INPUT or PROGRAM_OUTPUT depending on whether it's a vertex or
+ * fragment shader.
+ * This is also where we set program Input/OutputFlags to indicate
+ * which inputs are centroid-sampled, invariant, etc.
  */
 static GLboolean
 link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
 {
    GLuint *map, i, firstVarying, newFile;
+   GLbitfield *inOutFlags;
 
    map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
    if (!map)
       return GL_FALSE;
 
+   /* Varying variables are treated like other vertex program outputs
+    * (and like other fragment program inputs).  The position of the
+    * first varying differs for vertex/fragment programs...
+    * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
+    */
+   if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
+      firstVarying = VERT_RESULT_VAR0;
+      newFile = PROGRAM_OUTPUT;
+      inOutFlags = prog->OutputFlags;
+   }
+   else {
+      assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
+      firstVarying = FRAG_ATTRIB_VAR0;
+      newFile = PROGRAM_INPUT;
+      inOutFlags = prog->InputFlags;
+   }
+
    for (i = 0; i < prog->Varying->NumParameters; i++) {
       /* see if this varying is in the linked varying list */
       const struct gl_program_parameter *var = prog->Varying->Parameters + i;
       GLint j = _mesa_lookup_parameter_index(shProg->Varying, -1, var->Name);
       if (j >= 0) {
-         /* already in list, check size */
-         if (var->Size != shProg->Varying->Parameters[j].Size) {
-            /* error */
+         /* varying is already in list, do some error checking */
+         const struct gl_program_parameter *v =
+            &shProg->Varying->Parameters[j];
+         if (var->Size != v->Size) {
             link_error(shProg, "mismatched varying variable types");
             return GL_FALSE;
          }
+         if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_CENTROID)) {
+            char msg[100];
+            snprintf(msg, sizeof(msg),
+                     "centroid modifier mismatch for '%s'", var->Name);
+            link_error(shProg, msg);
+            return GL_FALSE;
+         }
+         if (!bits_agree(var->Flags, v->Flags, PROG_PARAM_BIT_INVARIANT)) {
+            char msg[100];
+            snprintf(msg, sizeof(msg),
+                     "invariant modifier mismatch for '%s'", var->Name);
+            link_error(shProg, msg);
+            return GL_FALSE;
+         }
       }
       else {
          /* not already in linked list */
-         j = _mesa_add_varying(shProg->Varying, var->Name, var->Size);
+         j = _mesa_add_varying(shProg->Varying, var->Name, var->Size,
+                               var->Flags);
       }
 
-      /* map varying[i] to varying[j].
+      /* Map varying[i] to varying[j].
+       * Plus, set prog->Input/OutputFlags[] as described above.
        * Note: the loop here takes care of arrays or large (sz>4) vars.
        */
       {
          GLint sz = var->Size;
          while (sz > 0) {
+            inOutFlags[firstVarying + j] = var->Flags;
             /*printf("Link varying from %d to %d\n", i, j);*/
             map[i++] = j++;
             sz -= 4;
@@ -103,21 +173,6 @@ link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
    }
 
 
-   /* Varying variables are treated like other vertex program outputs
-    * (and like other fragment program inputs).  The position of the
-    * first varying differs for vertex/fragment programs...
-    * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
-    */
-   if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
-      firstVarying = VERT_RESULT_VAR0;
-      newFile = PROGRAM_OUTPUT;
-   }
-   else {
-      assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
-      firstVarying = FRAG_ATTRIB_VAR0;
-      newFile = PROGRAM_INPUT;
-   }
-
    /* OK, now scan the program/shader instructions looking for varying vars,
     * replacing the old index with the new index.
     */
@@ -152,13 +207,27 @@ link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
  * Build the shProg->Uniforms list.
  * This is basically a list/index of all uniforms found in either/both of
  * the vertex and fragment shaders.
+ *
+ * About uniforms:
+ * Each uniform has two indexes, one that points into the vertex
+ * program's parameter array and another that points into the fragment
+ * program's parameter array.  When the user changes a uniform's value
+ * we have to change the value in the vertex and/or fragment program's
+ * parameter array.
+ *
+ * This function will be called twice to set up the two uniform->parameter
+ * mappings.
+ *
+ * If a uniform is only present in the vertex program OR fragment program
+ * then the fragment/vertex parameter index, respectively, will be -1.
  */
-static void
-link_uniform_vars(struct gl_shader_program *shProg,
+static GLboolean
+link_uniform_vars(GLcontext *ctx,
+                  struct gl_shader_program *shProg,
                   struct gl_program *prog,
                   GLuint *numSamplers)
 {
-   GLuint samplerMap[MAX_SAMPLERS];
+   GLuint samplerMap[200]; /* max number of samplers declared, not used */
    GLuint i;
 
    for (i = 0; i < prog->Parameters->NumParameters; i++) {
@@ -173,24 +242,41 @@ link_uniform_vars(struct gl_shader_program *shProg,
        * Furthermore, we'll need to fix the state-var's size/datatype info.
        */
 
-      if (p->Type == PROGRAM_UNIFORM ||
-          p->Type == PROGRAM_SAMPLER) {
-         _mesa_append_uniform(shProg->Uniforms, p->Name, prog->Target, i);
+      if ((p->Type == PROGRAM_UNIFORM || p->Type == PROGRAM_SAMPLER)
+          && p->Used) {
+         /* add this uniform, indexing into the target's Parameters list */
+         struct gl_uniform *uniform =
+            _mesa_append_uniform(shProg->Uniforms, p->Name, prog->Target, i);
+         if (uniform)
+            uniform->Initialized = p->Initialized;
       }
 
-      if (p->Type == PROGRAM_SAMPLER) {
+      /* The samplerMap[] table we build here is used to remap/re-index
+       * sampler references by TEX instructions.
+       */
+      if (p->Type == PROGRAM_SAMPLER && p->Used) {
          /* Allocate a new sampler index */
-         GLuint sampNum = *numSamplers;
          GLuint oldSampNum = (GLuint) prog->Parameters->ParameterValues[i][0];
-         assert(oldSampNum < MAX_SAMPLERS);
-         samplerMap[oldSampNum] = sampNum;
+         GLuint newSampNum = *numSamplers;
+         if (newSampNum >= ctx->Const.MaxTextureImageUnits) {
+            char s[100];
+            sprintf(s, "Too many texture samplers (%u, max is %u)",
+                    newSampNum, ctx->Const.MaxTextureImageUnits);
+            link_error(shProg, s);
+            return GL_FALSE;
+         }
+         /* save old->new mapping in the table */
+         if (oldSampNum < Elements(samplerMap))
+            samplerMap[oldSampNum] = newSampNum;
+         /* update parameter's sampler index */
+         prog->Parameters->ParameterValues[i][0] = (GLfloat) newSampNum;
          (*numSamplers)++;
       }
    }
 
-
-   /* OK, now scan the program/shader instructions looking for sampler vars,
-    * replacing the old index with the new index.
+   /* OK, now scan the program/shader instructions looking for texture
+    * instructions using sampler vars.  Replace old sampler indexes with
+    * new ones.
     */
    prog->SamplersUsed = 0x0;
    for (i = 0; i < prog->NumInstructions; i++) {
@@ -201,12 +287,17 @@ link_uniform_vars(struct gl_shader_program *shProg,
                 inst->Sampler, map[ inst->Sampler ]);
          */
          /* here, texUnit is really samplerUnit */
-         inst->TexSrcUnit = samplerMap[inst->TexSrcUnit];
-         prog->SamplerTargets[inst->TexSrcUnit] = inst->TexSrcTarget;
-         prog->SamplersUsed |= (1 << inst->TexSrcUnit);
+         const GLint oldSampNum = inst->TexSrcUnit;
+         if (oldSampNum < Elements(samplerMap)) {
+            const GLuint newSampNum = samplerMap[oldSampNum];
+            inst->TexSrcUnit = newSampNum;
+            prog->SamplerTargets[newSampNum] = inst->TexSrcTarget;
+            prog->SamplersUsed |= (1 << newSampNum);
+         }
       }
    }
 
+   return GL_TRUE;
 }
 
 
@@ -215,74 +306,112 @@ link_uniform_vars(struct gl_shader_program *shProg,
  * For example, if the vertex shader declared "attribute vec4 foobar" we'll
  * allocate a generic vertex attribute for "foobar" and plug that value into
  * the vertex program instructions.
+ * But if the user called glBindAttributeLocation(), those bindings will
+ * have priority.
  */
 static GLboolean
 _slang_resolve_attributes(struct gl_shader_program *shProg,
-                          struct gl_program *prog)
+                          const struct gl_program *origProg,
+                          struct gl_program *linkedProg)
 {
+   GLint attribMap[MAX_VERTEX_ATTRIBS];
    GLuint i, j;
    GLbitfield usedAttributes;
 
-   assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
+   assert(origProg != linkedProg);
+   assert(origProg->Target == GL_VERTEX_PROGRAM_ARB);
+   assert(linkedProg->Target == GL_VERTEX_PROGRAM_ARB);
 
    if (!shProg->Attributes)
       shProg->Attributes = _mesa_new_parameter_list();
 
+   if (linkedProg->Attributes) {
+      _mesa_free_parameter_list(linkedProg->Attributes);
+   }
+   linkedProg->Attributes = _mesa_new_parameter_list();
+
+
    /* Build a bitmask indicating which attribute indexes have been
     * explicitly bound by the user with glBindAttributeLocation().
     */
    usedAttributes = 0x0;
    for (i = 0; i < shProg->Attributes->NumParameters; i++) {
       GLint attr = shProg->Attributes->Parameters[i].StateIndexes[0];
-      usedAttributes |= attr;
+      usedAttributes |= (1 << attr);
+   }
+
+   /* initialize the generic attribute map entries to -1 */
+   for (i = 0; i < MAX_VERTEX_ATTRIBS; i++) {
+      attribMap[i] = -1;
    }
 
    /*
     * Scan program for generic attribute references
     */
-   for (i = 0; i < prog->NumInstructions; i++) {
-      struct prog_instruction *inst = prog->Instructions + i;
+   for (i = 0; i < linkedProg->NumInstructions; i++) {
+      struct prog_instruction *inst = linkedProg->Instructions + i;
       for (j = 0; j < 3; j++) {
          if (inst->SrcReg[j].File == PROGRAM_INPUT &&
              inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
-            /* this is a generic attrib */
-            const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
-            const char *name = prog->Attributes->Parameters[k].Name;
-            /* See if this attrib name is in the program's attribute list
-             * (i.e. was bound by the user).
+            /*
+             * OK, we've found a generic vertex attribute reference.
              */
-            GLint index = _mesa_lookup_parameter_index(shProg->Attributes,
-                                                          -1, name);
-            GLint attr;
-            if (index >= 0) {
-               /* found, user must have specified a binding */
-               attr = shProg->Attributes->Parameters[index].StateIndexes[0];
-            }
-            else {
-               /* Not found, choose our own attribute number.
-                * Start at 1 since generic attribute 0 always aliases
-                * glVertex/position.
+            const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
+
+            GLint attr = attribMap[k];
+
+            if (attr < 0) {
+               /* Need to figure out attribute mapping now.
                 */
-               GLint size = prog->Attributes->Parameters[k].Size;
-               GLenum datatype = prog->Attributes->Parameters[k].DataType;
-               for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
-                  if (((1 << attr) & usedAttributes) == 0)
-                     break;
+               const char *name = origProg->Attributes->Parameters[k].Name;
+               const GLint size = origProg->Attributes->Parameters[k].Size;
+               const GLenum type =origProg->Attributes->Parameters[k].DataType;
+               GLint index;
+
+               /* See if there's a user-defined attribute binding for
+                * this name.
+                */
+               index = _mesa_lookup_parameter_index(shProg->Attributes,
+                                                    -1, name);
+               if (index >= 0) {
+                  /* Found a user-defined binding */
+                  attr = shProg->Attributes->Parameters[index].StateIndexes[0];
                }
-               if (attr == MAX_VERTEX_ATTRIBS) {
-                  /* too many!  XXX record error log */
-                  return GL_FALSE;
+               else {
+                  /* No user-defined binding, choose our own attribute number.
+                   * Start at 1 since generic attribute 0 always aliases
+                   * glVertex/position.
+                   */
+                  for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
+                     if (((1 << attr) & usedAttributes) == 0)
+                        break;
+                  }
+                  if (attr == MAX_VERTEX_ATTRIBS) {
+                     link_error(shProg, "Too many vertex attributes");
+                     return GL_FALSE;
+                  }
+
+                  /* mark this attribute as used */
+                  usedAttributes |= (1 << attr);
                }
-               _mesa_add_attribute(shProg->Attributes, name, size, datatype,attr);
 
-              /* set the attribute as used */
-              usedAttributes |= 1<<attr;
+               attribMap[k] = attr;
+
+               /* Save the final name->attrib binding so it can be queried
+                * with glGetAttributeLocation().
+                */
+               _mesa_add_attribute(linkedProg->Attributes, name,
+                                   size, type, attr);
             }
 
+            assert(attr >= 0);
+
+            /* update the instruction's src reg */
             inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
          }
       }
    }
+
    return GL_TRUE;
 }
 
@@ -325,6 +454,7 @@ static void
 _slang_update_inputs_outputs(struct gl_program *prog)
 {
    GLuint i, j;
+   GLuint maxAddrReg = 0;
 
    prog->InputsRead = 0x0;
    prog->OutputsWritten = 0x0;
@@ -335,60 +465,33 @@ _slang_update_inputs_outputs(struct gl_program *prog)
       for (j = 0; j < numSrc; j++) {
          if (inst->SrcReg[j].File == PROGRAM_INPUT) {
             prog->InputsRead |= 1 << inst->SrcReg[j].Index;
+            if (prog->Target == GL_FRAGMENT_PROGRAM_ARB &&
+                inst->SrcReg[j].Index == FRAG_ATTRIB_FOGC) {
+               /* The fragment shader FOGC input is used for fog,
+                * front-facing and sprite/point coord.
+                */
+               struct gl_fragment_program *fp = fragment_program(prog);
+               const GLint swz = GET_SWZ(inst->SrcReg[j].Swizzle, 0);
+               if (swz == SWIZZLE_X)
+                  fp->UsesFogFragCoord = GL_TRUE;
+               else if (swz == SWIZZLE_Y)
+                  fp->UsesFrontFacing = GL_TRUE;
+               else if (swz == SWIZZLE_Z || swz == SWIZZLE_W)
+                  fp->UsesPointCoord = GL_TRUE;
+            }
+         }
+         else if (inst->SrcReg[j].File == PROGRAM_ADDRESS) {
+            maxAddrReg = MAX2(maxAddrReg, (GLuint) (inst->SrcReg[j].Index + 1));
          }
       }
       if (inst->DstReg.File == PROGRAM_OUTPUT) {
          prog->OutputsWritten |= 1 << inst->DstReg.Index;
       }
-   }
-}
-
-
-/**
- * Scan a vertex program looking for instances of
- * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + oldAttrib) and replace with
- * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + newAttrib).
- * This is used when the user calls glBindAttribLocation on an already linked
- * shader program.
- */
-void
-_slang_remap_attribute(struct gl_program *prog, GLuint oldAttrib, GLuint newAttrib)
-{
-   GLuint i, j;
-
-   assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
-
-   for (i = 0; i < prog->NumInstructions; i++) {
-      struct prog_instruction *inst = prog->Instructions + i;
-      for (j = 0; j < 3; j++) {
-         if (inst->SrcReg[j].File == PROGRAM_INPUT) {
-            if (inst->SrcReg[j].Index == VERT_ATTRIB_GENERIC0 + oldAttrib) {
-               inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + newAttrib;
-            }
-         }
+      else if (inst->DstReg.File == PROGRAM_ADDRESS) {
+         maxAddrReg = MAX2(maxAddrReg, inst->DstReg.Index + 1);
       }
    }
-
-   _slang_update_inputs_outputs(prog);
-}
-
-
-
-/** cast wrapper */
-static struct gl_vertex_program *
-vertex_program(struct gl_program *prog)
-{
-   assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
-   return (struct gl_vertex_program *) prog;
-}
-
-
-/** cast wrapper */
-static struct gl_fragment_program *
-fragment_program(struct gl_program *prog)
-{
-   assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
-   return (struct gl_fragment_program *) prog;
+   prog->NumAddressRegs = maxAddrReg;
 }
 
 
@@ -433,12 +536,17 @@ _slang_link(GLcontext *ctx,
    fragProg = NULL;
    for (i = 0; i < shProg->NumShaders; i++) {
       struct gl_shader *shader = shProg->Shaders[i];
-      if (shader->Type == GL_VERTEX_SHADER && shader->Main)
-         vertProg = vertex_program(shader->Program);
-      else if (shader->Type == GL_FRAGMENT_SHADER && shader->Main)
-         fragProg = fragment_program(shader->Program);
-      else
+      if (shader->Type == GL_VERTEX_SHADER) {
+         if (shader->Main)
+            vertProg = vertex_program(shader->Program);
+      }
+      else if (shader->Type == GL_FRAGMENT_SHADER) {
+         if (shader->Main)
+            fragProg = fragment_program(shader->Program);
+      }
+      else {
          _mesa_problem(ctx, "unexpected shader target in slang_link()");
+      }
    }
 
 #if FEATURE_es2_glsl
@@ -484,17 +592,24 @@ _slang_link(GLcontext *ctx,
    }
 
    /* link uniform vars */
-   if (shProg->VertexProgram)
-      link_uniform_vars(shProg, &shProg->VertexProgram->Base, &numSamplers);
-   if (shProg->FragmentProgram)
-      link_uniform_vars(shProg, &shProg->FragmentProgram->Base, &numSamplers);
+   if (shProg->VertexProgram) {
+      if (!link_uniform_vars(ctx, shProg, &shProg->VertexProgram->Base,
+                             &numSamplers)) {
+         return;
+      }
+   }
+   if (shProg->FragmentProgram) {
+      if (!link_uniform_vars(ctx, shProg, &shProg->FragmentProgram->Base,
+                             &numSamplers)) {
+         return;
+      }
+   }
 
    /*_mesa_print_uniforms(shProg->Uniforms);*/
 
    if (shProg->VertexProgram) {
-      if (!_slang_resolve_attributes(shProg, &shProg->VertexProgram->Base)) {
-         /*goto cleanup;*/
-         _mesa_problem(ctx, "_slang_resolve_attributes() failed");
+      if (!_slang_resolve_attributes(shProg, &vertProg->Base,
+                                     &shProg->VertexProgram->Base)) {
          return;
       }
    }
@@ -531,35 +646,44 @@ _slang_link(GLcontext *ctx,
 
 
    if (fragProg && shProg->FragmentProgram) {
+      /* Compute initial program's TexturesUsed info */
+      _mesa_update_shader_textures_used(&shProg->FragmentProgram->Base);
+
       /* notify driver that a new fragment program has been compiled/linked */
       ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
                                       &shProg->FragmentProgram->Base);
-#if 0
-      printf("************** original fragment program\n");
-      _mesa_print_program(&fragProg->Base);
-      _mesa_print_program_parameters(ctx, &fragProg->Base);
-#endif
-#if 0
-      printf("************** linked fragment prog\n");
-      _mesa_print_program(&shProg->FragmentProgram->Base);
-      _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
-#endif
+      if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
+         printf("Mesa original fragment program:\n");
+         _mesa_print_program(&fragProg->Base);
+         _mesa_print_program_parameters(ctx, &fragProg->Base);
+
+         printf("Mesa post-link fragment program:\n");
+         _mesa_print_program(&shProg->FragmentProgram->Base);
+         _mesa_print_program_parameters(ctx, &shProg->FragmentProgram->Base);
+      }
    }
 
    if (vertProg && shProg->VertexProgram) {
+      /* Compute initial program's TexturesUsed info */
+      _mesa_update_shader_textures_used(&shProg->VertexProgram->Base);
+
       /* notify driver that a new vertex program has been compiled/linked */
       ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
                                       &shProg->VertexProgram->Base);
-#if 0
-      printf("************** original vertex program\n");
-      _mesa_print_program(&vertProg->Base);
-      _mesa_print_program_parameters(ctx, &vertProg->Base);
-#endif
-#if 0
-      printf("************** linked vertex prog\n");
-      _mesa_print_program(&shProg->VertexProgram->Base);
-      _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
-#endif
+      if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
+         printf("Mesa original vertex program:\n");
+         _mesa_print_program(&vertProg->Base);
+         _mesa_print_program_parameters(ctx, &vertProg->Base);
+
+         printf("Mesa post-link vertex program:\n");
+         _mesa_print_program(&shProg->VertexProgram->Base);
+         _mesa_print_program_parameters(ctx, &shProg->VertexProgram->Base);
+      }
+   }
+
+   if (MESA_VERBOSE & VERBOSE_GLSL_DUMP) {
+      printf("Varying vars:\n");
+      _mesa_print_parameter_list(shProg->Varying);
    }
 
    shProg->LinkStatus = (shProg->VertexProgram || shProg->FragmentProgram);