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nv2a/gl: Move program validation to generate_shaders
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@ -114,17 +114,6 @@ static void update_shader_constant_locations(ShaderBinding *binding)
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}
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}
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}
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}
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/* validate the program */
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glValidateProgram(binding->gl_program);
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GLint valid = 0;
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glGetProgramiv(binding->gl_program, GL_VALIDATE_STATUS, &valid);
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if (!valid) {
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GLchar log[1024];
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glGetProgramInfoLog(binding->gl_program, 1024, NULL, log);
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fprintf(stderr, "nv2a: shader validation failed: %s\n", log);
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abort();
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}
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/* lookup fragment shader uniforms */
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/* lookup fragment shader uniforms */
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for (int i = 0; i < 9; i++) {
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for (int i = 0; i < 9; i++) {
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for (int j = 0; j < 2; j++) {
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for (int j = 0; j < 2; j++) {
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@ -280,6 +269,17 @@ static void generate_shaders(ShaderBinding *binding)
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glUseProgram(program);
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glUseProgram(program);
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/* validate the program */
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GLint valid = 0;
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glValidateProgram(program);
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glGetProgramiv(program, GL_VALIDATE_STATUS, &valid);
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if (!valid) {
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GLchar log[1024];
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glGetProgramInfoLog(program, 1024, NULL, log);
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fprintf(stderr, "nv2a: shader validation failed: %s\n", log);
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abort();
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}
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binding->initialized = true;
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binding->initialized = true;
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binding->gl_program = program;
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binding->gl_program = program;
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binding->gl_primitive_mode = gl_primitive_mode;
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binding->gl_primitive_mode = gl_primitive_mode;
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