void * shaderbo;
+ GLuint k0used;
+ void * constbo0;
+
GLboolean WritesDepth;
GLuint optimization;
};
/* Internal */
-void insert_wpos_code(GLcontext *ctx, struct gl_fragment_program *fprog);
+void insert_wpos_code(struct gl_context *ctx, struct gl_fragment_program *fprog);
void Map_Fragment_Program(r700_AssemblerBase *pAsm,
struct gl_fragment_program *mesa_fp,
- GLcontext *ctx);
+ struct gl_context *ctx);
GLboolean Find_Instruction_Dependencies_fp(struct r700_fragment_program *fp,
struct gl_fragment_program *mesa_fp);
GLboolean r700TranslateFragmentShader(struct r700_fragment_program *fp,
struct gl_fragment_program *mesa_vp,
- GLcontext *ctx);
+ struct gl_context *ctx);
/* Interface */
-extern void r700SelectFragmentShader(GLcontext *ctx);
+extern void r700SelectFragmentShader(struct gl_context *ctx);
+
+extern GLboolean r700SetupFragmentProgram(struct gl_context * ctx);
-extern GLboolean r700SetupFragmentProgram(GLcontext * ctx);
+extern void * r700GetActiveFpShaderBo(struct gl_context * ctx);
-extern void * r700GetActiveFpShaderBo(GLcontext * ctx);
+extern void * r700GetActiveFpShaderConstBo(struct gl_context * ctx);
#endif /*_R700_FRAGPROG_H_*/