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@@ -2691,10 +2691,18 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader) |
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_mesa_write_shader_to_file(shader); |
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} |
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if ((ctx->Shader.Flags & GLSL_DUMP) && shader->CompileStatus) { |
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printf("GLSL IR for shader %d:\n", shader->Name); |
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_mesa_print_ir(shader->ir, NULL); |
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printf("\n\n"); |
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if (ctx->Shader.Flags & GLSL_DUMP) { |
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if (shader->CompileStatus) { |
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printf("GLSL IR for shader %d:\n", shader->Name); |
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_mesa_print_ir(shader->ir, NULL); |
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printf("\n\n"); |
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} else { |
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printf("GLSL shader %d failed to compile.\n", shader->Name); |
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} |
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if (shader->InfoLog && shader->InfoLog[0] != 0) { |
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printf("GLSL shader %d info log:\n", shader->Name); |
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printf("%s\n", shader->InfoLog); |
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} |
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} |
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/* Retain any live IR, but trash the rest. */ |
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@@ -2741,8 +2749,15 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog) |
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} |
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if (prog->LinkStatus) { |
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if (!ctx->Driver.LinkShader(ctx, prog)) |
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if (!ctx->Driver.LinkShader(ctx, prog)) { |
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prog->LinkStatus = GL_FALSE; |
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printf("GLSL shader program %d failed to link\n", prog->Name); |
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} |
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if (prog->InfoLog && prog->InfoLog[0] != 0) { |
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printf("GLSL shader program %d info log:\n", prog->Name); |
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printf("%s\n", prog->InfoLog); |
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} |
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} |
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} |
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