[Mesa-dev] [PATCH] meta: Call glObjectLabel before linking.

Kenneth Graunke kenneth at whitecape.org
Mon Jun 30 17:55:32 PDT 2014


i965 precompiles shaders at link time, and prints a disassembly if
INTEL_DEBUG=vs,gs,fs, including the shader name.  However, blit shaders
were showing up as "unnamed" since we hadn't set a name prior to
linking.

Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
 src/mesa/drivers/common/meta.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 1a2e453..89d2d75 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -217,6 +217,7 @@ _mesa_meta_compile_and_link_program(struct gl_context *ctx,
                                                     fs_source);
 
    *program = _mesa_CreateProgram();
+   _mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
    _mesa_AttachShader(*program, fs);
    _mesa_DeleteShader(fs);
    _mesa_AttachShader(*program, vs);
@@ -224,7 +225,6 @@ _mesa_meta_compile_and_link_program(struct gl_context *ctx,
    _mesa_BindAttribLocation(*program, 0, "position");
    _mesa_BindAttribLocation(*program, 1, "texcoords");
    _mesa_meta_link_program_with_debug(ctx, *program);
-   _mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
 
    _mesa_UseProgram(*program);
 }
-- 
2.0.0



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