glsl2: Invoke preprocessor before calling the compiler proper

This commit is contained in:
Ian Romanick
2010-06-29 10:02:36 -07:00
parent 59a23d7fb9
commit 153eca9806

View File

@@ -1526,9 +1526,17 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
state->loop_or_switch_nesting = NULL;
state->ARB_texture_rectangle_enable = true;
_mesa_glsl_lexer_ctor(state, shader->Source);
_mesa_glsl_parse(state);
_mesa_glsl_lexer_dtor(state);
/* Create a new context for the preprocessor output. Ultimately, this
* should probably be the parser context, but there isn't one yet.
*/
const char *source = shader->Source;
state->error = preprocess(shader, &source, &state->info_log);
if (!state->error) {
_mesa_glsl_lexer_ctor(state, source);
_mesa_glsl_parse(state);
_mesa_glsl_lexer_dtor(state);
}
shader->ir.make_empty();
if (!state->error && !state->translation_unit.is_empty())