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authorEric Anholt <[email protected]>2013-06-19 16:00:23 -0700
committerEric Anholt <[email protected]>2013-06-21 10:04:29 -0700
commit10c14d16d28c5e868b042e575aaaa922604e5e7e (patch)
tree30b7b6e33265978ee547442d17b856e7634fb047 /src/mesa/program
parent88398a817c7402c8fa56823eaac4c755e5c2fdaf (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.cpp31
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;