struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
/** Vertex buffer bindings */
- struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
+ struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
/** Mask indicating which vertex arrays have vertex buffer associated. */
GLbitfield64 VertexAttribBufferMask;
struct shader_info info;
- GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
- GLbitfield64 OutputsRead; /**< Bitmask of which output regs are read */
- GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
- GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
- GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
- GLboolean UsesGather; /**< Does this program use gather4 at all? */
-
/* Vertex and geometry shaders fields */
unsigned ClipDistanceArraySize;
unsigned CullDistanceArraySize;
/* GL_ARB_robustness */
GLenum ResetStrategy;
+ /* GL_KHR_robustness */
+ GLboolean RobustAccess;
+
/* GL_ARB_blend_func_extended */
GLuint MaxDualSourceDrawBuffers;