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/*
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 * Mesa 3-D graphics library
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 *
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 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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 * OTHER DEALINGS IN THE SOFTWARE.
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 */
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#define DEBUG_PARSING 0
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/**
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 * \file arbprogparse.c
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 * ARB_*_program parser core
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 * \author Karl Rasche
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 */
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/**
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Notes on program parameters, etc.
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The instructions we emit will use six kinds of source registers:
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  PROGRAM_INPUT      - input registers
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  PROGRAM_TEMPORARY  - temp registers
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  PROGRAM_ADDRESS    - address/indirect register
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  PROGRAM_SAMPLER    - texture sampler
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  PROGRAM_CONSTANT   - indexes into program->Parameters, a known constant/literal
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  PROGRAM_STATE_VAR  - indexes into program->Parameters, and may actually be:
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                       + a state variable, like "state.fog.color", or
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                       + a pointer to a "program.local[k]" parameter, or
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                       + a pointer to a "program.env[k]" parameter
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Basically, all the program.local[] and program.env[] values will get mapped
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into the unified gl_program->Parameters array.  This solves the problem of
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having three separate program parameter arrays.
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*/
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#include "main/glheader.h"
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#include "main/imports.h"
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#include "main/context.h"
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#include "main/mtypes.h"
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#include "arbprogparse.h"
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#include "programopt.h"
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#include "prog_parameter.h"
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#include "prog_statevars.h"
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#include "prog_instruction.h"
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#include "prog_optimize.h"
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#include "program_parser.h"
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void
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_mesa_parse_arb_fragment_program(struct gl_context* ctx, GLenum target,
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                                 const GLvoid *str, GLsizei len,
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                                 struct gl_fragment_program *program)
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{
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   struct gl_program prog;
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   struct asm_parser_state state;
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   GLuint i;
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   assert(target == GL_FRAGMENT_PROGRAM_ARB);
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   memset(&prog, 0, sizeof(prog));
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   memset(&state, 0, sizeof(state));
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   state.prog = &prog;
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   if (!_mesa_parse_arb_program(ctx, target, (const GLubyte*) str, len,
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				&state)) {
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      /* Error in the program. Just return. */
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      return;
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   }
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   free(program->Base.String);
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   /* Copy the relevant contents of the arb_program struct into the
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    * fragment_program struct.
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    */
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   program->Base.String          = prog.String;
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   program->Base.NumInstructions = prog.NumInstructions;
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   program->Base.NumTemporaries  = prog.NumTemporaries;
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   program->Base.NumParameters   = prog.NumParameters;
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   program->Base.NumAttributes   = prog.NumAttributes;
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   program->Base.NumAddressRegs  = prog.NumAddressRegs;
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   program->Base.NumNativeInstructions = prog.NumNativeInstructions;
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   program->Base.NumNativeTemporaries = prog.NumNativeTemporaries;
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   program->Base.NumNativeParameters = prog.NumNativeParameters;
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   program->Base.NumNativeAttributes = prog.NumNativeAttributes;
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   program->Base.NumNativeAddressRegs = prog.NumNativeAddressRegs;
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   program->Base.NumAluInstructions   = prog.NumAluInstructions;
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   program->Base.NumTexInstructions   = prog.NumTexInstructions;
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   program->Base.NumTexIndirections   = prog.NumTexIndirections;
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   program->Base.NumNativeAluInstructions = prog.NumAluInstructions;
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   program->Base.NumNativeTexInstructions = prog.NumTexInstructions;
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   program->Base.NumNativeTexIndirections = prog.NumTexIndirections;
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   program->Base.InputsRead      = prog.InputsRead;
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   program->Base.OutputsWritten  = prog.OutputsWritten;
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   program->Base.IndirectRegisterFiles = prog.IndirectRegisterFiles;
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   for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) {
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      program->Base.TexturesUsed[i] = prog.TexturesUsed[i];
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      if (prog.TexturesUsed[i])
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         program->Base.SamplersUsed |= (1 << i);
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   }
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   program->Base.ShadowSamplers = prog.ShadowSamplers;
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   program->OriginUpperLeft = state.option.OriginUpperLeft;
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   program->PixelCenterInteger = state.option.PixelCenterInteger;
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   program->UsesKill            = state.fragment.UsesKill;
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   program->UsesDFdy            = state.fragment.UsesDFdy;
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   free(program->Base.Instructions);
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   program->Base.Instructions = prog.Instructions;
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   if (program->Base.Parameters)
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      _mesa_free_parameter_list(program->Base.Parameters);
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   program->Base.Parameters    = prog.Parameters;
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   /* Append fog instructions now if the program has "OPTION ARB_fog_exp"
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    * or similar.  We used to leave this up to drivers, but it appears
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    * there's no hardware that wants to do fog in a discrete stage separate
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    * from the fragment shader.
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    */
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   if (state.option.Fog != OPTION_NONE) {
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      static const GLenum fog_modes[4] = {
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	 GL_NONE, GL_EXP, GL_EXP2, GL_LINEAR
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      };
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      /* XXX: we should somehow recompile this to remove clamping if disabled
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       * On the ATI driver, this is unclampled if fragment clamping is disabled
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       */
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      _mesa_append_fog_code(ctx, program, fog_modes[state.option.Fog], GL_TRUE);
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   }
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#if DEBUG_FP
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   printf("____________Fragment program %u ________\n", program->Base.Id);
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   _mesa_print_program(&program->Base);
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#endif
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}
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/**
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 * Parse the vertex program string.  If success, update the given
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 * vertex_program object with the new program.  Else, leave the vertex_program
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 * object unchanged.
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 */
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void
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_mesa_parse_arb_vertex_program(struct gl_context *ctx, GLenum target,
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			       const GLvoid *str, GLsizei len,
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			       struct gl_vertex_program *program)
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{
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   struct gl_program prog;
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   struct asm_parser_state state;
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   assert(target == GL_VERTEX_PROGRAM_ARB);
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   memset(&prog, 0, sizeof(prog));
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   memset(&state, 0, sizeof(state));
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   state.prog = &prog;
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   if (!_mesa_parse_arb_program(ctx, target, (const GLubyte*) str, len,
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				&state)) {
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      _mesa_error(ctx, GL_INVALID_OPERATION, "glProgramString(bad program)");
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      return;
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   }
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   if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0)
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      _mesa_optimize_program(ctx, &prog);
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   free(program->Base.String);
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   /* Copy the relevant contents of the arb_program struct into the
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    * vertex_program struct.
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    */
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   program->Base.String          = prog.String;
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   program->Base.NumInstructions = prog.NumInstructions;
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   program->Base.NumTemporaries  = prog.NumTemporaries;
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   program->Base.NumParameters   = prog.NumParameters;
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   program->Base.NumAttributes   = prog.NumAttributes;
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   program->Base.NumAddressRegs  = prog.NumAddressRegs;
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   program->Base.NumNativeInstructions = prog.NumNativeInstructions;
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   program->Base.NumNativeTemporaries = prog.NumNativeTemporaries;
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   program->Base.NumNativeParameters = prog.NumNativeParameters;
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   program->Base.NumNativeAttributes = prog.NumNativeAttributes;
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   program->Base.NumNativeAddressRegs = prog.NumNativeAddressRegs;
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   program->Base.InputsRead     = prog.InputsRead;
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   program->Base.OutputsWritten = prog.OutputsWritten;
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   program->Base.IndirectRegisterFiles = prog.IndirectRegisterFiles;
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   program->IsPositionInvariant = (state.option.PositionInvariant)
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      ? GL_TRUE : GL_FALSE;
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   free(program->Base.Instructions);
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   program->Base.Instructions = prog.Instructions;
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209
   if (program->Base.Parameters)
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      _mesa_free_parameter_list(program->Base.Parameters);
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   program->Base.Parameters = prog.Parameters;
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#if DEBUG_VP
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   printf("____________Vertex program %u __________\n", program->Base.Id);
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   _mesa_print_program(&program->Base);
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#endif
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}