diff options
author | Brian Paul <[email protected]> | 2009-10-29 08:28:52 -0600 |
---|---|---|
committer | Brian Paul <[email protected]> | 2009-10-29 10:50:26 -0600 |
commit | c89f5b6ac86d46af4f0311fa76db6186825fbf1e (patch) | |
tree | 8062259f8a35486fe201908ffc856d83f71de0e4 /src/mesa/main/shaders.c | |
parent | 41892e9b17e4e252ce1e73bc2dbc9d24eb13001b (diff) |
glsl: make shader substitution a little better
Diffstat (limited to 'src/mesa/main/shaders.c')
-rw-r--r-- | src/mesa/main/shaders.c | 19 |
1 files changed, 16 insertions, 3 deletions
diff --git a/src/mesa/main/shaders.c b/src/mesa/main/shaders.c index 96fd8695a59..d0dc7e551c9 100644 --- a/src/mesa/main/shaders.c +++ b/src/mesa/main/shaders.c @@ -26,6 +26,12 @@ #include "glheader.h" #include "context.h" #include "shaders.h" +#include "shader/shader_api.h" + + +/** Define this to enable shader substitution (see below) */ +#define SHADER_SUBST 0 + /** @@ -404,7 +410,6 @@ _mesa_read_shader(const char *fname) } - /** * Called via glShaderSource() and glShaderSourceARB() API functions. * Basically, concatenate the source code strings into one long string @@ -418,6 +423,7 @@ _mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count, GLint *offsets; GLsizei i, totalLength; GLcharARB *source; + GLuint checksum; if (!shaderObj || string == NULL) { _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB"); @@ -469,15 +475,16 @@ _mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count, source[totalLength - 1] = '\0'; source[totalLength - 2] = '\0'; - if (0) { + if (SHADER_SUBST) { /* Compute the shader's source code checksum then try to open a file * named newshader_<CHECKSUM>. If it exists, use it in place of the * original shader source code. For debugging. */ - const GLuint checksum = _mesa_str_checksum(source); char filename[100]; GLcharARB *newSource; + checksum = _mesa_str_checksum(source); + sprintf(filename, "newshader_%d", checksum); newSource = _mesa_read_shader(filename); @@ -491,6 +498,12 @@ _mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count, ctx->Driver.ShaderSource(ctx, shaderObj, source); + if (SHADER_SUBST) { + struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj); + if (sh) + sh->SourceChecksum = checksum; /* save original checksum */ + } + _mesa_free(offsets); } |