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vo_opengl: angle: dump translated shaders
Helpful for debugging and such.
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parent
809d235208
commit
d4712af5af
video/out/opengl
@ -344,6 +344,13 @@ static const struct gl_functions gl_functions[] = {
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{0}
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},
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},
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{
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.extension = "GL_ANGLE_translated_shader_source",
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.functions = (const struct gl_function[]) {
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DEF_FN(GetTranslatedShaderSourceANGLE),
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{0}
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},
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},
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};
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#undef FN_OFFS
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@ -212,6 +212,9 @@ struct GL {
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GLuint (GLAPIENTRY *GetUniformBlockIndex)(GLuint, const GLchar *);
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void (GLAPIENTRY *UniformBlockBinding)(GLuint, GLuint, GLuint);
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void (GLAPIENTRY *GetTranslatedShaderSourceANGLE)(GLuint, GLsizei,
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GLsizei*, GLchar* source);
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void (GLAPIENTRY *DebugMessageCallback)(MP_GLDEBUGPROC callback,
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const void *userParam);
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@ -93,6 +93,11 @@
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#define GL_TEXTURE_EXTERNAL_OES 0x8D65
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#endif
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// GL_ANGLE_translated_shader_source
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#ifndef GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE
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#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0
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#endif
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#undef MP_GET_GL_WORKAROUNDS
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#endif // MP_GET_GL_WORKAROUNDS
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@ -871,6 +871,16 @@ static void compile_attach_shader(struct gl_shader_cache *sc, GLuint program,
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typestr, status, logstr);
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talloc_free(logstr);
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}
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if (gl->GetTranslatedShaderSourceANGLE && mp_msg_test(sc->log, MSGL_DEBUG)) {
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GLint len = 0;
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gl->GetShaderiv(shader, GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, &len);
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if (len > 0) {
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GLchar *sstr = talloc_zero_size(NULL, len + 1);
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gl->GetTranslatedShaderSourceANGLE(shader, len, NULL, sstr);
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MP_DBG(sc, "Translated shader:\n");
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mp_log_source(sc->log, MSGL_DEBUG, sstr);
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}
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}
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gl->AttachShader(program, shader);
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gl->DeleteShader(shader);
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