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authorBrian Paul <brianp@vmware.com>2009-02-06 09:57:28 -0700
committerBrian Paul <brianp@vmware.com>2009-02-06 09:57:28 -0700
commitb2e779988eeb595187933fe2122d86f8ccfe059c (patch)
tree45ebb6b079b4f7b651f6c14b3f928697981a4218 /src/mesa/shader/shader_api.c
parentda795ff0a837eeb8c8f9d44987b374da2d4d2835 (diff)
mesa: meaningless whitespace change to see if git's working (ignore)
Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r--src/mesa/shader/shader_api.c62
1 files changed, 62 insertions, 0 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index acee34dc5b..fb2a7e54fe 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -370,6 +370,31 @@ _mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller)
}
+/**
+ * Return mask of GLSL_x flags by examining the MESA_GLSL env var.
+ */
+static GLbitfield
+get_shader_flags(void)
+{
+ GLbitfield flags = 0x0;
+ const char *env = _mesa_getenv("MESA_GLSL");
+
+ if (env) {
+ if (_mesa_strstr(env, "dump"))
+ flags |= GLSL_DUMP;
+ if (_mesa_strstr(env, "log"))
+ flags |= GLSL_LOG;
+ if (_mesa_strstr(env, "nopt"))
+ flags |= GLSL_NO_OPT;
+ else if (_mesa_strstr(env, "opt"))
+ flags |= GLSL_OPT;
+ if (_mesa_strstr(env, "uniform"))
+ flags |= GLSL_UNIFORMS;
+ }
+
+ return flags;
+}
+
/**
* Initialize context's shader state.
@@ -383,6 +408,7 @@ _mesa_init_shader_state(GLcontext * ctx)
ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
ctx->Shader.EmitCondCodes = GL_TRUE; /* XXX probably want GL_FALSE... */
ctx->Shader.EmitComments = GL_FALSE;
+ ctx->Shader.Flags = get_shader_flags();
}
@@ -1613,6 +1639,7 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
struct gl_uniform *uniform;
GLint elems, offset;
+ GLenum basicType;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
@@ -1636,19 +1663,35 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
switch (type) {
case GL_FLOAT:
+ basicType = GL_FLOAT;
+ elems = 1;
+ break;
case GL_INT:
+ basicType = GL_INT;
elems = 1;
break;
case GL_FLOAT_VEC2:
+ basicType = GL_FLOAT;
+ elems = 2;
+ break;
case GL_INT_VEC2:
+ basicType = GL_INT;
elems = 2;
break;
case GL_FLOAT_VEC3:
+ basicType = GL_FLOAT;
+ elems = 3;
+ break;
case GL_INT_VEC3:
+ basicType = GL_INT;
elems = 3;
break;
case GL_FLOAT_VEC4:
+ basicType = GL_FLOAT;
+ elems = 4;
+ break;
case GL_INT_VEC4:
+ basicType = GL_INT;
elems = 4;
break;
default:
@@ -1660,6 +1703,25 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
uniform = &shProg->Uniforms->Uniforms[location];
+ if (ctx->Shader.Flags & GLSL_UNIFORMS) {
+ GLint i;
+ _mesa_printf("Mesa: set program %u uniform %s (loc %d) to: ",
+ shProg->Name, uniform->Name, location);
+ if (basicType == GL_INT) {
+ const GLint *v = (const GLint *) values;
+ for (i = 0; i < count * elems; i++) {
+ _mesa_printf("%d ", v[i]);
+ }
+ }
+ else {
+ const GLfloat *v = (const GLfloat *) values;
+ for (i = 0; i < count * elems; i++) {
+ _mesa_printf("%g ", v[i]);
+ }
+ }
+ _mesa_printf("\n");
+ }
+
/* A uniform var may be used by both a vertex shader and a fragment
* shader. We may need to update one or both shader's uniform here:
*/