From 153eca98064252be4daad9cc27746f37c245b627 Mon Sep 17 00:00:00 2001 From: Ian Romanick Date: Tue, 29 Jun 2010 10:02:36 -0700 Subject: [PATCH] glsl2: Invoke preprocessor before calling the compiler proper --- src/mesa/shader/ir_to_mesa.cpp | 14 +++++++++++--- 1 file changed, 11 insertions(+), 3 deletions(-) diff --git a/src/mesa/shader/ir_to_mesa.cpp b/src/mesa/shader/ir_to_mesa.cpp index 24b03e1..1232bad 100644 --- a/src/mesa/shader/ir_to_mesa.cpp +++ b/src/mesa/shader/ir_to_mesa.cpp @@ -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()) -- 2.7.4