glsl2: Invoke preprocessor before calling the compiler proper
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@@ -1526,9 +1526,17 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
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state->loop_or_switch_nesting = NULL;
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state->loop_or_switch_nesting = NULL;
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state->ARB_texture_rectangle_enable = true;
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state->ARB_texture_rectangle_enable = true;
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_mesa_glsl_lexer_ctor(state, shader->Source);
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/* Create a new context for the preprocessor output. Ultimately, this
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_mesa_glsl_parse(state);
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* should probably be the parser context, but there isn't one yet.
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_mesa_glsl_lexer_dtor(state);
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*/
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const char *source = shader->Source;
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state->error = preprocess(shader, &source, &state->info_log);
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if (!state->error) {
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_mesa_glsl_lexer_ctor(state, source);
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_mesa_glsl_parse(state);
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_mesa_glsl_lexer_dtor(state);
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}
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shader->ir.make_empty();
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shader->ir.make_empty();
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if (!state->error && !state->translation_unit.is_empty())
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if (!state->error && !state->translation_unit.is_empty())
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