-/**
- * Based on gl_shader in Mesa's mtypes.h.
- */
-struct glsl_shader {
- GLenum Type;
- GLuint Name;
- GLint RefCount;
- GLboolean DeletePending;
- GLboolean CompileStatus;
- const GLchar *Source; /**< Source code string */
- size_t SourceLen;
- GLchar *InfoLog;
-
- struct exec_list ir;
- struct glsl_symbol_table *symbols;
-};
-
-
-typedef int gl_state_index;
-#define STATE_LENGTH 5
-
-/**
- * Program parameter.
- * Used by shaders/programs for uniforms, constants, varying vars, etc.
- */
-struct gl_program_parameter
-{
- const char *Name; /**< Null-terminated string */
- gl_register_file Type; /**< PROGRAM_NAMED_PARAM, CONSTANT or STATE_VAR */
- GLenum DataType; /**< GL_FLOAT, GL_FLOAT_VEC2, etc */
- /**
- * Number of components (1..4), or more.
- * If the number of components is greater than 4,
- * this parameter is part of a larger uniform like a GLSL matrix or array.
- * The next program parameter's Size will be Size-4 of this parameter.
- */
- GLuint Size;
- GLboolean Used; /**< Helper flag for GLSL uniform tracking */
- GLboolean Initialized; /**< Has the ParameterValue[] been set? */
- GLbitfield Flags; /**< Bitmask of PROG_PARAM_*_BIT */
- /**
- * A sequence of STATE_* tokens and integers to identify GL state.
- */
- gl_state_index StateIndexes[STATE_LENGTH];
-};
-
-
-/**
- * List of gl_program_parameter instances.
- */
-struct gl_program_parameter_list
-{
- GLuint Size; /**< allocated size of Parameters, ParameterValues */
- GLuint NumParameters; /**< number of parameters in arrays */
- struct gl_program_parameter *Parameters; /**< Array [Size] */
- GLfloat (*ParameterValues)[4]; /**< Array [Size] of GLfloat[4] */
- GLbitfield StateFlags; /**< _NEW_* flags indicating which state changes
- might invalidate ParameterValues[] */
-};
-
-
-/**
- * Shader program uniform variable.
- * The glGetUniformLocation() and glUniform() commands will use this
- * information.
- * Note that a uniform such as "binormal" might be used in both the
- * vertex shader and the fragment shader. When glUniform() is called to
- * set the uniform's value, it must be updated in both the vertex and
- * fragment shaders. The uniform may be in different locations in the
- * two shaders so we keep track of that here.
- */
-struct gl_uniform
-{
- const char *Name; /**< Null-terminated string */
- GLint VertPos;
- GLint FragPos;
- GLboolean Initialized; /**< For debug. Has this uniform been set? */
-#if 0
- GLenum DataType; /**< GL_FLOAT, GL_FLOAT_VEC2, etc */
- GLuint Size; /**< Number of components (1..4) */
-#endif
-};
-
-
-/**
- * List of gl_uniforms
- */
-struct gl_uniform_list
-{
- GLuint Size; /**< allocated size of Uniforms array */
- GLuint NumUniforms; /**< number of uniforms in the array */
- struct gl_uniform *Uniforms; /**< Array [Size] */
-};
-
-
-/**
- * Based on gl_shader_program in Mesa's mtypes.h.
- */
-struct glsl_program {
- GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
- GLuint Name; /**< aka handle or ID */
- GLint RefCount; /**< Reference count */
- GLboolean DeletePending;
-
- GLuint NumShaders; /**< number of attached shaders */
- struct glsl_shader **Shaders; /**< List of attached the shaders */
-
- /**
- * Per-stage shaders resulting from the first stage of linking.
- */
- /*@{*/
- unsigned _NumLinkedShaders;
- struct glsl_shader **_LinkedShaders;
- /*@}*/
-
- /** User-defined attribute bindings (glBindAttribLocation) */
- struct gl_program_parameter_list *Attributes;