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author | Brian Paul <[email protected]> | 2009-04-01 19:50:28 -0600 |
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committer | Brian Paul <[email protected]> | 2009-04-01 19:54:35 -0600 |
commit | 49fb750a6884c3f647f46270ffce8652f664f908 (patch) | |
tree | 8a666b370a04c14b14391c6d9281e0ccd032e339 /src/mesa/shader/atifragshader.h | |
parent | 1ab225017ed1ea8bd9e266d10ee56ab914bb28c1 (diff) |
glsl: implement compiling/linking of separate compilation units
A shader program may consist of multiple shaders (source code units).
If we find there are unresolved functions after compiling the unit that
defines main(), we'll concatenate all the respective vertex or fragment
shaders then recompile.
This isn't foolproof but should work in most cases.
Diffstat (limited to 'src/mesa/shader/atifragshader.h')
0 files changed, 0 insertions, 0 deletions