diff options
author | Eric Anholt <[email protected]> | 2013-06-19 16:00:23 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2013-06-21 10:04:29 -0700 |
commit | 10c14d16d28c5e868b042e575aaaa922604e5e7e (patch) | |
tree | 30b7b6e33265978ee547442d17b856e7634fb047 /src/mesa/program | |
parent | 88398a817c7402c8fa56823eaac4c755e5c2fdaf (diff) |
mesa: Move shader compiler API code to shaderapi.c
There was nothing ir_to_mesa-specific about this code, but it's not
exactly part of the compiler's core turning-source-into-IR job either.
v2: Split from the ir_to_mesa to glsl/ commit, avoid renaming the sh
variable.
Acked-by: Paul Berry <[email protected]> (v1)
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/program')
-rw-r--r-- | src/mesa/program/ir_to_mesa.cpp | 31 |
1 files changed, 0 insertions, 31 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index a91597435db..96996ee022f 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -3108,23 +3108,10 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader) new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader); const char *source = shader->Source; - /* Check if the user called glCompileShader without first calling - * glShaderSource. This should fail to compile, but not raise a GL_ERROR. - */ - if (source == NULL) { - shader->CompileStatus = GL_FALSE; - return; - } state->error = glcpp_preprocess(state, &source, &state->info_log, &ctx->Extensions, ctx); - if (ctx->Shader.Flags & GLSL_DUMP) { - printf("GLSL source for %s shader %d:\n", - _mesa_glsl_shader_target_name(state->target), shader->Name); - printf("%s\n", shader->Source); - } - if (!state->error) { _mesa_glsl_lexer_ctor(state, source); _mesa_glsl_parse(state); @@ -3160,24 +3147,6 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader) sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link); shader->num_builtins_to_link = state->num_builtins_to_link; - if (ctx->Shader.Flags & GLSL_LOG) { - _mesa_write_shader_to_file(shader); - } - - if (ctx->Shader.Flags & GLSL_DUMP) { - if (shader->CompileStatus) { - printf("GLSL IR for shader %d:\n", shader->Name); - _mesa_print_ir(shader->ir, NULL); - printf("\n\n"); - } else { - printf("GLSL shader %d failed to compile.\n", shader->Name); - } - if (shader->InfoLog && shader->InfoLog[0] != 0) { - printf("GLSL shader %d info log:\n", shader->Name); - printf("%s\n", shader->InfoLog); - } - } - if (shader->UniformBlocks) ralloc_free(shader->UniformBlocks); shader->NumUniformBlocks = state->num_uniform_blocks; |